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