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  1. #1
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,106
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Aravell View Post
    Another type of shield that would be interesting would be an unbreakable shield that blocks a certain amount of damage until it expires. Like if you have a shield of 10000 and you take 30000x3 damage, you'd only take 20000x3 damage.

    I'd rather have an effect like that on some field effect like Sacred Soil rather than a regen.
    Same. While they’re not exactly a definitive change to make healers significantly engaging, I still think it’s a good way to not invalidate WHM & AST too much. I.e. ever tried to heal Eudaimon Eorzea or Normal HH as a WHM/AST while your SCH/SGE co-healer just constantly shieldbotting everything? That felt like $h!tty. Because they overstepped all my heals/regens by simply negating all damage. Macro loses its effectiveness. Lilybell straight up wouldn’t proc at all.

    I’m not saying to delete all the pure shields. But please at the very least make them behave differently, not a copy of 2.0. Galvanize with different icon color vfx, etc.
    (0)

  2. #2
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    486
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Rein_eon_Osborne View Post
    Something that I'd like to say while we're talking about shield healers before I totally forget about them... is the fact that I couldn't help but think the shield healers' shields are.... bland. Boring. It's either purely to shield, or nothing.

    Another 'type' of shield that I don't think I've ever seen in this game is something like this:
    Grants a shield that reduces damage by [x]%. Will dissipates once [y] damage worth of cure potency is absorbed.

    The closest one that we currently have right now is (Pan)haima. Functionally multiple layers of barrier that let some damage pierces through the shield while still retaining the remainder. These two kinda makes me think that SE was trying to replicate just that, but probably couldn't due to spagghetified coding or any other technical reasons.


    This actually exists in PvP (where all the fun ideas are). SMN's radiant aegis is a 10000 shield that mitigates incoming damage by 20% while it holds. Can be used on others, too!
    (1)

  3. #3
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    Yeah the medica 2 -> barrier idea was better in my head now that I actually think about it. Speaking of new healing mechanics, i wonder what the odds are of us ever getting heal absorbs in 14. For those not in the loop, a heal absorb is basically the opposite of a barrier. Your HP stays at X, but you cannot be healed above X until you receive Y healing. It's used pretty often in WoW as a throughput check and is even thrown out by dungeon mobs. Given 14's bananas amount of heal throughput that is almost never needed, something like that could be an interesting addition.
    (0)

  4. #4
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,045
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    I've seen people saying WHM should take inspiration from SMN, so I wanted to try my hand at designing something for it:

    Tempered Soul - Upgrades from Presence of Mind, has the same effect but also grants 3 lilies (yellow, green and blue)

    Afflatus Earthrend - Consumes 1 yellow lily and deals damage in a straight line from you to your target, grants 'Shroud of Earth' and 1 leaf on the white lily
    Shroud of Earth effect: Grants a barrier to self worth 100% of max HP, reduces move speed by 30%, changes Glare to Stone, Dia to Break and Holy to Quake
    Stone - Deals damage, adds a stack of 'Shards' on every hit
    Break - Deals damage that increases depending on the stack of Shards on the target, consumes all stacks of Shards
    Quake - Deals damage around you and applies Stun

    Afflatus Tempest - Consumes 1 green lily and deals damage to your target and in an area around them, grants 'Shroud of Wind' and 1 leaf on the white lily
    Shroud of Wind effect: Grants self sprint movement speed and every spell has a 1s cast time for the duration, changes Glare to Gale, Dia to Aero and Holy to Air Burst
    Gale - Deals damage, deals increased damage if target has the Aero debuff
    Aero - Deals damage over time
    Air Burst - Deals damage to the target and in an area around them, applies Slow

    Afflatus Deluge - Consumes 1 blue lily and deals damage around you in an area, grants 'Shroud of Water' and 1 leaf on the white lily
    Shroud of Water effect: Grants self increased MP regeneration and applies Chainspell to self, making every second spell cast instant cast, changes Glare to Water, Dia to Osmose and Holy to Maelstrom
    Water - Deals damage, additionally applies Drown (damage over time) if target has the Osmose debuff
    Osmose - Deals damage and applies a debuff on the target that makes every attack on it restore your MP by 1%
    Maelstrom - Deals damage to the target and in an area around them, consumes Drown to deal additional damage

    Afflatus Purgation - Consumes 1 white lily and deals damage in a line from you to the target, also grants Regen to all allies nearby

    Just a general outline, don't have time to math out potencies and durations yet.
    (0)

  5. #5
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    If I want to be nickpicky, while Aero's current effect is the DOT, thematically I'd want it to match Stone and Water as the standard GCD attack in your wind phase since "Aero" is the traditional wind elemental black magic spell in Final Fantasy, and "Tornado" and "Flood" would be your AOEs. It would be nice if the AOEs were in some way a part of single target gameplay, such as perhaps ShB Summoner's Fountain of Fire and Brand of Purgatory. It's not a very exciting way to utilize those, but I'd prefer that to them just being 'Dungeon Trash spells' considering they're formerly the master-level elemental spells from XI, and like holy, feels very underwhelming as just trash fodder buttons.
    (3)

  6. #6
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,045
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ty_taurus View Post
    It would be nice if the AOEs were in some way a part of single target gameplay, such as perhaps ShB Summoner's Fountain of Fire and Brand of Purgatory..
    That's what I was trying to go for with the water phase, with your single-target filler buffing your AoE to where it's worth using. I was thinking if it would be a good idea to have them buff each other like Gibbet and Gallows on RPR, maybe that would work better.
    (0)

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    but I'd prefer that to them just being 'Dungeon Trash spells' considering they're formerly the master-level elemental spells from XI, and like holy, feels very underwhelming as just trash fodder buttons.
    Unfortunately, BLM gives precedent to that with Flare and Freeze being 'dungeon trash spells' already. I'd have preferred for Flare to get a trait that makes it worth using as your ST finisher instead of Despair, but here we are
    (0)

  8. #8
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Unfortunately, BLM gives precedent to that with Flare and Freeze being 'dungeon trash spells' already. I'd have preferred for Flare to get a trait that makes it worth using as your ST finisher instead of Despair, but here we are
    Almost as if Despair never needed to be added into the game, along with many other ST/AOE exclusives added in future expansions: Xenoglossy, Shoha II, Auto Crossbow... For as shallow as Summoner is including its AOE buttons, consider how much more shallow it is when you consider that a major chunk of its actions are just AOE versions of the same thing.

    I don't even understand why we need entirely divorced AOE standard attacks. I get wanting at least something that's single target to help pull individual enemies in the few environments where that actually matters, but other than mildly changing how the AOE rotation works, would Monk really be any different if Shadow of the Destroyer was an upgrade of Bootshine, Four-Point Fury was an upgrade of Twin Snakes, and Rockbreaker was an upgrade of Snap Punch? Your single target rotations would be the same, you'd just use one specific 1-2-3 for AOE.
    (0)

  9. #9
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Role Changes:
    -Mp does not go to zero when dying.
    -All shields stack.
    -DPS equivalent to the tank role.

    White Mage:

    Design Goals: A healer focused on direct damage and healing on the GCD.
    Trait Changes: Start with 3 lilies; Lilies take 20 seconds to bloom

    DPS Kit
    -Glare: Single Target filler spell
    -Quaga: AOE filler spell
    -Dia: Hard hitting AOE spell on a 30 second CD.
    -Aquaga: DPS neutral movment tool with 2 charges with a 30 second CD.
    -Aeroaga: Medium Damage AOE spell on a 15 second CD
    -Holy: Big Damage AOE spell on a 1min CD
    -Afflatus Misery: Unchanged
    -Assize: Unchanged
    -Seraph Strike: (Ogcd gap closer. Deals damage and grants a 10% defense buff to allies for 10 seconds. 90 second CD with 2 charges.

    Healer Kit:
    Cure II: unchanged
    Medica III: Has the radius of medica with the targeting and potency of current Cure III
    Afflatus Solace: unchanged
    Afflatus Rapture: unchanged
    Aqua Benison: Lily spell that combines the effects of Aquaveil and Divine Benison on a 90 second CD
    Wind Ward: Lily spell that gives a 10% defense buff and a shield on a 90 second CD.
    Liturgy of the Bell: Grants stacks of healing to nearby party members. Heals them upon getting hit. Can end the effect early with a repress.
    Plenary Solace: Single target version of new Liturgy of the Bell
    Benediction: unchanged
    Benediction II: Heals party for 50% of their max hp with a 5min CD.

    Utility Skills
    Arise: Revives an ally with full hp with a long cast time
    Temperance: unchanged
    Cleric Stance (2min personal DPS buff)
    Blooming Misery (Allows the casting of Afflatus Misery regardless of lilies spent. Will not reset any progress on the next Afflatus. 2 minute CD)

    Play-style
    White mage DPS will mostly still be their filler spell, but there's several additions to add to the variety of animations and button presses that should make for a simple but fulfilling rotation. I see it as something similar to machinist where they juggle their tools between their 1,2,3 combo.
    Their healing kit is heavily focused on Lilies. You'll be getting a constant stream of them and some prominent abilities that white mage had were converted into lily skills. Often, the white mage will get to cast several lily abilities and then be able to fire an afflatus for a job well done. Benediction II and Arise make them amazing in saving the team in a pinch, but these situations might have occurred less often when the mitigation and shielding they provided is minimal. Of course, any of the other healers can help in this shortcoming.

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    (1)

  10. #10
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Scholar
    Design Goals: Healing kit offers plenty of shields and regens. Their dps is structured around dot management and oGCD skills.
    Trait Changes: Eos/Selene are automaticaly summoned when job is changed to or you are resurrected.

    DPS Kit
    Broil: unchanged
    Art of War: unchanged
    Aether Barrage: AOE cone spell with a 1min CD
    Chain Stratagem: targeted AOE spell with a 100% chance to crit. Will also apply the chain stratagem debuff to enemies hit.
    Bioylsis: unchanged
    Miasmis: instant cast 18 second dot
    Ruinous: instant cast 12 second dot
    Energy Siphon: AOE oGCD that grants 20 faire gauge and 2 stacks of aetherflow (max 3) on a 30 second CD
    Tri-disater: (AOE oGCD that deals additonal damage based on the number of dots on the target on a 15 second CD
    Bane: AOE oGCD that deals damage based on the number of dots on the target and will spread the dots to other enemies hit on a 1 minute CD

    Healing Kit
    Aldoquium: unchanged
    Succor: unchanged
    Lustrate: unchanged
    Indom: unchanged but with 1 second cool down
    Excog: Unchanged, but can trigger manually
    Sacred Soil: acts like the sage ability. Will give a 10% defense boost while also granting an Excog like effect to party members at higher levels. Can also be triggered manually.
    Protraction: (unchanged)
    Deployment Tactics: Grants a shield to nearby party members. No aldo required

    Fairy Skills:
    Consolation: heals and grants a shield to nearby party members. 2 charges with a 1 minute CD.
    Blessed Dawn: Combines whispering dawn and fey blessing\
    Fey Union: Unchanged
    Fey Gathering: AOE version of Union

    Utility:
    Resurrection: Fast cast time revive spell. Hp on resurrection is unchanged
    Expedient: unchanged
    Libra: Single target debuff that lowers the damage dealt by a target on a 1 minute CD.

    Play-style:

    Dot upkeep isn't for everyone and that's fine. The staggering timers of the dots can throw off players and the oGCds in the kit reward proper dot usage. Energy Syphon now functions like Summoner's, which makes more sense conceptually. It being on 30seconds means you now get 4 aetherflow per minute, and it is now also not a dps loss to use them. I consider that interaction of trading damage for healing to be interesting, but with the new design of scholar I don't think it is necessary.
    Their main gameplan for healing is to use one of their many shield options and mits before an attack and then use their regen tools afterwards. Each of their tools is a bit weak by itself, but when used in tandem with each other becomes incredibly powerful. They will struggle a bit with high burst of damage without using a lot of resources.

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    (2)

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