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  1. #9
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I think the main thing that differentiates this idea from other ideas is that others are more desirous of having more buttons on the bar. So for example, the end result of this idea (that you press a nonGlare button every X Glares) is similar to eg what I've said re: Banish being a 15s CD GCD (thereby making it 'button you press every 6th GCD, or after 5 Glare/Dias). While trying to keep the button count down, it also makes it harder to work with for certain design decisions. For example, the above suggestion I made of Holy building into Purgation. It's still the same button, nothing really changes in AOE in terms of 'how you do the damage as a player'. In fact, due to it being the same button, you may well lose track of your stacks and fire the Purgation while you're positioned in a way that doesn't hit the whole pack. If we were to, for example, have Banish as a separate skill, maybe that could be the skill that upgrades to Purgation for one cast, meaning that in AOE, you'd have an extra button to use instead of just pressing Holy till the cows come home.

    In fact, can you do me a favor and reread the old idea for me:

    Plenary Indulgence moved to level 74
    Afflatus Rapture moved to level 70 (now available in UCOB!)

    New skill: Stoneskin (learned at 52 alongside lily gauge), GCD that puts a shield on the target equal to 300p heal, costs 1 lily
    New skill: Afflatus Tragedy (learned at 62 just because there's a gap there), basically a downgrade from Misery, does 800p damage (4 stone3's is 880 so its a small loss still), this is just to help new players get into the idea of 'use lilies, get big hit that compensates the lost dps', upgrades to Misery at 76
    New skill: Afflatus Bastion (upgrade from Stoneskin at 70), increases the shield from 300 to 400p
    New skill: Afflatus Sanctuary (Learned at level 70 alongside Afflatus Rapture), GCD that shields all nearby party members equal to 200p healing, costs 1 lily

    By keeping the potencies on the shields low, it lets the 'shield healers' be more specialised at shielding, but still giving WHM options to shield if it absolutely has to

    Returning skill: Divine Seal (learned at 40), 2min CD that buffs healing actions by 20%, so 'Temperance without the damage mitigation', becomes Temperance at 80
    Returning skill: Protect (learned at 10 or something), 60s CD that gives 5% damage mitigation for 8sec, upgrades to 10% with a trait called Shell at 66, again into Aquaveil at 86

    Returned from the dead skill: Fluid Aura (now named Water), now an instant cast GCD with a seperate 15 second recast (affected by spellspeed), scaling damage like Stone, becomes Banish at Glare/Dia levels, does more damage than Stone/Glare equivalent at any given level (say Glare3 is 310, maybe this could be 350?)

    Aero/Dia changed to be 12 seconds duration, potency adjusted to balance, to mix up how often we're using Glare vs Dia (and to give the rotation a more 'bursty' feel) edit: 150 + 70per tick would total 430, while still keeping the base damage of the cast low to prevent spamming early application

    A new HUD element, the 'Nature Gauge' (name is WIP), a simple 0-100 gauge that fills by doing certain actions. Stone/Glare gives 1 point. Aero/Dia gives 1 point on cast, and 1 per tick (5 total over full duration). Water would give 5 due to being used less often than Stone. Holy is 'Each enemy hit by Holy grants 2 gauge' so bigger pulls = more gauge

    New skill: Blessing of the Elementals, AOE GCD heal, instant cast, same AOE size as Medica2, 500p, costs 50 gauge. Grants 'Rage of the River, Ire of the Earth and Wrath of the Winds' upon use (these effects can stack up to twice), each allowing one cast of Flood, Quake and Tornado respectively.

    Quake: 410p compared to Glare3's 310p, has 50% damage falloff for AOE
    Flood: 450p compared to Banish's 350p, has 50% damage falloff for AOE
    Tornado: 180p, plus 90 per tick to main target, compared to reworked-Dia's 150+70, has 50% falloff for both cast and DOT effect for AOE


    If I recall, the main concern with this was that people would be forced to do damage to get access to the new gauge skill. So I've been thinking, screw it, if people want to gimp their damage on healing why not let them, it'll help in enrage sequences like Curtain Call anyway, so I'm adding a new section:

    Cure1 evolves into Cure2, Medica evolves into Medica2. Cure 2 generates 5 Nature Gauge on cast. Regen generates 4 Nature Gauge on cast, and 1 Nature Gauge per tick (total 10, only counts one Regen tick, multi-HOTting does not increase rate). Medica 2 generates 0 per player hit, and 3 per tick (total of 15 over full duration). Cure 3 generates 10 Nature Gauge on cast. Additionally, when Medica 2's HOT effect is present on the WHM, the MP cost of Cure 3 is halved (from 1500 to 750), to encourage using it over just spamming Medica 2 over and over (as it'd be changed to 400p, plus 5 ticks of 100p due to combining with Medica 1).
    That should at least fix the 'forced to do damage to access cool new thing' issue, right, and while I'm adding one button for damage, I'm also adding like 5 or 6 that are specifically 'designated for healing, or HPS throughput, or mitigation'
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    Last edited by ForsakenRoe; 04-30-2023 at 02:03 AM.