(Honestly, I actually like this idea some thinking about it. Not sure I'd want to play it, but I'm always up for more Jobs and diversity between Jobs.)
Shrine Priest because I can't remember the name of the thing that our good large Samurai friend becomes in a certain EW Role quest. Onimiju? Something in that vein. I'm thinking something like Miroku from Inuyasha with the staff fighting and sutras and spiritual barriers and stuff.
Idea is simple:
Star with WAR. Yes WAR. Not being sarcastic, but it seems like a good base. It has a relatively simple single target combo, but one with a bit of optimization and depth to play with and which wouldn't lock people out of healing. Not to mention the -4 would be distinct from the other Healer Jobs, being a damage upkeep buff rather than a DoT. It also has a simple gauge builder/spender system, which could work well for a melee Healer, and it has a simple parallel AOE rotation (1-2, oGCD that shares CD with the single target one, and gauge spender). While we might not want to rip the mechanics off DIRECTLY, it still is a workable base foundation since almost anything could build out from it.
Take the Rage gauge and change it into a healing resource. Not all of its heals, mind you, but its general use heals would rely on this gauge.
This will be a melee Healer. As has been impressed upon me (and I agree with), mechanics rarely force disengages for Healers/Ranged in any real sense anymore, and boss hitboxes can be meleed from Narnia, so this still should be viable.
The bread and butter will be a 1-2-3 combo with a -4 damage boosting upkeep buff like WAR has.
It will have a 1-2 AOE combo in the same vein, with the -2 being used to apply and maintain said damage boosting upkeep buff.
In both cases, it will have an oGCD that is shared between the two like WAR has. It will also have a damage boosting button that unlocks an extra damage button. Basic melee attacks are with the staff. A basic ranged attack (Tomahawk equivalent for forced disengages) could use sacred Sacred Sutras (think Miroku from Inuyasha). It also would have an Infuriate-like ability to build 50 guage on the spot, stacks to 2 charges.
Granted, this takes a decent amount of buttons at this point since we effectively have Heavy Swing, Maim, Storm's Eye, Storm's Path, Tomahawk, Upheaval, Inner Release, Infuriate, Overpower, Mythril Tempest, Orogeny, and Primal Rend (if I'm not missing any there...), which is 12. We could add a Fell Cleave and Decimate (AOE) buttons as well for Gauge spenders for when there's no healing needs, so that brings us to 14.
After that, it is a Healer Job still, so we need to start talking healing abilities. For better or worse, all Healers have a basic single target and aoe heal (Cure 1 and Medica 1), so it's likely this one would as well. Oh, and a Raise, of course. That brings us to 17 as our base number of abilities.
And don't forget the standard Healer 6 Role actions, which brings us to 23 total so far.
...so, where would you go from here?
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Now, where would I go with it...
I'd give it a gap closer on a CD (no charges, personally, though I guess 1 might work), but to prevent spamming it and make optimization a thing to work for, I think I'd make it where you have to use a Sacred Sutra on the target before you can gapclose to it. Not sure if the game's programming could work for that, but basically this means it would have a use for reengaging or quickly moving between enemies as opposed to "just another oGCD you work into the burst window", which I think would make it more interesting. I know SAM has something like this that people ridicule, but that's a bit different (using its ranged GCD after its gap opener), where this would be more about making the gap closer unique and requiring at least a smidge of forethought, while also allowing fun stuff in 4 mans/the world like dashing to one pack and then dashing to the next, which Tanks often already do, so you'd be keeping up with them.
I'd probably also give it some kind of a CD that works to boost damage but not like how others do it. So maybe something like using one of its attacks (maybe the Primal Rend) places a debuff on the boss where everyone's damaging attacks proc an additional amount based on the priest's stats. So sort of like you're weakening the enemy to take extra damage, but the damage is fixed to you. So something like "every attacking Weaponskill/Spell (GCD attacks) that strikes the target proc additional damage equal to a 20 potency attack from the Shrine Priest, lasts 8 seconds; in theory, this would do 20 * 8 * 3 = 480 potency of damage - what I'm thinking here is a damaging take on something like WoW Paladin Judgement of Light, except instead of healing party members, it makes their attacks tick a bit of extra damage on the boss. This is scaled to the Shrine Priest, not the attacker, so it won't do wildly variable damage based on what Jobs are in your party. Kind of a purge/banish/seal evil effect.
While we're at it, we could have one of its big CDs be Judgement of Light; for the next 8 seconds, all Weaponskills/Spells striking the target proc a small heal on the party member using them. So a reverse take on Kardia where the party member attacks are healing themselves (for a small amount, maybe 100-150 potency).
Probably going to want a single target and AOE gauge spender. At the risk of this being a "clone" of an existing healer, we're talking either Eukrasian Diagnosis/Prognosis (if we go shielding) or Afflatus Solace/Rapture (if we don't want to go the barrier route). I'm not sure what else we could do there. I suppose we could make them Regen/Medica 2 (HoTs) instead, though that would make them less useful in multi-hit burst attacks which FFXIV encounter design is now known for. Any of the three I'm fine with. Or we could mix things up and have all of them in some way. Like maybe the single target "Solace" is a barrier instead (think Divine Benison if it cost a Lily), the AOE could come in two flavors, one being a Medica direct heal (but a bit bigger) for burst needs and the other a Medica 2 HoT (just the HoT, not the instant heal) for less immediate but more overall tapered healing or to lay on the party when you just need to top them up but want to get some continued healing from future mechanics/Tank damage from boss autos for the next few seconds.
Probably also want a party mitigation or two, and at least one oGCD heal that doesn't burn gauge in case of needing emergency healing, though the Infuriate-like ability should mitigate the need for this somewhat, at high optimization levels, you'll be trying to use that for additional burst with the Fell Cleaves, so this will be your backup to the backup last line of defense BEFORE Medica 1/Cure 1.
And again at the risk of "homogenization", something like Aetherpact/Kardia to translate your melee hits into heals on at the very least the Main Tank. STRICTLY speaking, this probably isn't necessary IF the gauge build rate is fast enough you can use the gauge spender heals to keep the Tank topped up, though that will require some target switching, it's probably not that terrible and could be macroed to the Tank (the single target one) anyway.
That gives us a grand total of 32 buttons, which is a pretty good amount (takes up all of two complete crossbar sets on controller or slightly less than three rows on keyboard)
A thought I might toy with (and possibly in place of the Kardia) would be a button KIND of like Eukrasia, but what it does is make the next GCD heal an instant cast ability with no cast time or MP cost, but costing healing gauge instead. The amount of gauge would depend on the ability, with Raise costing the full 100, Medica 1 costing 50, and Cure 1 costing 20. Though...if one of the gauge spenders is Afflatus Rapture for 50, I suppose this would be rather redundant. But basically, it's letting you convert gauge into a heal for a DPS loss but making them movement castable and probably this would be used mostly for Raise when Swiftcast was on CD...I dunno, I think the idea has merit, but this Job not having many hardcast heals to use with it may make it pointless, lol
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Anyway, that's my thought. What's yours?
I honestly think there might be merit to this given that there's no reason we can't have a melee Healer with boss hitboxes the size of the sun, but what are your thoughts?


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