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  1. #1
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Aravell View Post
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Seals are now changed:
    New action "Celestial Reading": Removes currently held seal and changes Gravity
    Solar Seal: Turns Gravity into Nova
    Lunar Seal: Turns Gravity into Eclipse
    Celestial Seal: Turns Gravity into Comet

    Nova: Deals AoE damage, grants you 5 stacks, Malefic is morphed into another button that deals extra damage as long as you have stacks remaining
    Eclipse: Deals AoE damage, causes your next Malefic to apply a long but potent DoT
    Comet: Deals AoE damage, causes your next Malefic to mark a target for 12 seconds, every 3 seconds a comet will hit the target, the last comet will do extra damage

    Thoughts?
    I like the sound of it personally. It's far better already than whatever Astrodyne is supposed to fill...

    Do you think if they were to bring Time Dilation back they could make it affect these? as in...

    Nova: halts the depletion of stacks granted by Nova for 7s
    Eclipse: Extends DoT duration by 6s
    Comet: extends mark timer by 6s

    Something like that
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,836
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aravell View Post
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Thoughts?
    The idea seems fine it itself, but... I don't actually hate Astrodyne, except in that it's tuning is too low, MP is currently irrelevant, and that it can't be rushed (used at fewer than 3 Seals), which are all rather small/arbitrary matters (outside of MP being basically a mock-mechanic, but that's worth fixing in itself).
    (0)

  3. #3
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aravell View Post
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Seals are now changed:
    New action "Celestial Reading": Removes currently held seal and changes Gravity
    Solar Seal: Turns Gravity into Nova
    Lunar Seal: Turns Gravity into Eclipse
    Celestial Seal: Turns Gravity into Comet

    Nova: Deals AoE damage, grants you 5 stacks, Malefic is morphed into another button that deals extra damage as long as you have stacks remaining
    Eclipse: Deals AoE damage, causes your next Malefic to apply a long but potent DoT
    Comet: Deals AoE damage, causes your next Malefic to mark a target for 12 seconds, every 3 seconds a comet will hit the target, the last comet will do extra damage

    Thoughts?
    I like the thought of having more space mage powers, considering we're drawing celestial aether from the stars. Nova, Eclipse, and Comet sound like pretty cool skills.
    Though I'd add an extra step to differentiate them:
    cast time and recast time.

    Comet sounds more like a fast hit attack, would be cool to see the recast be reduced to 1 sec.
    (0)

  4. #4
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    640
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    So because I apparently have too much time on my hands, I came up with a proof-of-concept for a new healer idea.

    We have the edgy tank in Dark Knight, the edgy DPS in Reaper, well now I have the edgy healer in Oracle. I came up with the overall kit from mixing bits and pieces from Red Mage, Sage, and looking at old 1.0 Thaumaturge information for inspiration.

    Overview:
    Oracle
    Weapon: Warhammer
    Magic: Umbral and Astral spells
    Playstyle: Empowers spells with Astral or Umbral Knowledge to grant barriers and regens, an Oracle uses its hammer to smite its foes and uses Foreknowledge to spread beneficial effects to the party. It also has access to sacrificial abilities, dealing partial damage to itself in order to gain an increase in healing after a short period.


    I haven't decided on a naming convention for spells and abilities, I'm mostly just getting out the idea for the playstyle and theme I wanted for the job.

    Damage Spells:

    Astral Sight
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 250
    Grants Astral Knowledge, removes Umbral Knowledge

    Umbral Sight
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 250
    Grants Umbral Knowledge, removes Astral Knowledge

    Revelation
    --- Spell -- 300 MP -- 2s Cast time --

    Deals unaspected damage to target and all enemies with a potency of 200 for the first enemy and 50% less for all remaining enemies
    Astral Knowledge: Increases potency to 350, increases damage dealt to target by 10%, 30s
    Umbral Knowledge: Applies damage over time to target with a potency of 60, 21s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Veil
    ---Spell -- 300 MP -- 2s Cast time --

    Deals unaspected damage to target and all enemies with a potency of 200 for the first enemy and 50% less for all remaining enemies
    Astral Knowledge:Increases potency to 350, grants Astral Veil, a barrier equivalent to a heal of 400 potency, 30s
    Umbral Knowledge: Increases potency to 350, grants Umbral Veil, restoring HP over time with a potency of 150, 12s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Smite
    -- Spell -- 3 stacks of Judgement -- 0s Cast time --

    Deals unaspected damage to target and all nearby enemies with a potency of 500 for the first enemy and 50% less for all remaining enemies
    Reduces recharge time of Strike-1 by 5s

    Astral Vision
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 120 to target and all enemies nearby it
    Grants Astral Knowledge, removes Umbral Knowledge

    Umbral Vision
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 120 to target and all enemies nearby it
    Grants Umbral Knowledge, removes Astral Knowledge


    Weaponskills:
    Strike-1
    -- Weaponskill -- 40s Recast time -- 2 Charges --

    Deals unaspected damage with a potency of 300
    Shares a recast timer with Conal Strike-1

    Strike-2
    -- Weaponskill --

    Deals unaspected damage with a potency of 370
    Combo Action: Strike-1
    *Cannot be placed on the hotbar*

    Strike-3
    -- Weaponskill --

    Deals unaspected damage with a potency of 450
    Grants 2 stacks of Foreknowledge, up to a maximum of 3
    Combo Action: Strike-2
    *Cannot be placed on the hotbar*

    Conal Strike-1
    -- Weaponskill -- 40s Recast time -- 2 Charges --

    Deals unaspected damage with a potency of 150 to all enemies in a cone before you
    Shares a recast timer with Strike-1

    Conal Strike-2
    -- Weaponskill --

    Deals unaspected damage with a potency of 200 to all enemies in a cone before you
    Grants 2 stacks of Foreknowledge, up to a maximum of 3
    Combo Action: Conal Strike-1
    *Cannot be placed on the hotbar*


    Healing spells:
    Astral Whisper
    -- Spell -- 400 MP -- 1.5s Cast time --

    Restores target's HP with a potency of 500
    Grants Astral Knowledge, removes Umbral Knowledge

    Umbral Whisper
    -- Spell -- 400 MP -- 1.5s Cast time --

    Restores target's HP with a potency of 500
    Grants Umbral Knowledge, removes Astral Knowledge

    Declaration
    -- Spell -- 1000 MP -- 2s Cast time --

    Restores target's HP with a potency of 200
    Astral Knowledge: Grants a barrier that nullifies damage up to 300% of the amount of HP restored
    Umbral Knowledge: Reduces MP by 400, grants healing over time with a potency of 200, 15s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Astral Voice
    -- Spell -- 800 MP -- 1.5s Cast time --

    Restores HP of self and all nearby party members with a potency of 300
    Grants Astral Knowledge

    Umbral Voice
    -- Spell -- 800 MP -- 1.5s Cast time --

    Restores HP of self and all nearby party members with a potency of 300
    Grants Umbral Knowledge

    Prophecy
    -- Spell -- 1300 MP -- 2s Cast time --

    Restores HP of self and all nearby party members with a potency of 100
    Astral Knowledge: Grants a barrier that nullifies damage up to 300% of the amount of HP restored
    Umbral Knowledge: Reduces MP by 300, grants healing over time with a potency of 150, 15s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Miracle
    -- Spell -- 2400 MP -- 8s Cast time --

    Resurrects target in a weakened state


    Abilities:
    Offering
    -- Ability -- 1 Foreknowledge -- 1s Recast

    Dispel Astral Veil from self to Restore the HP of target party member with a potency of 350
    Dispel Umbral Veil from self to restore the HP of target party member with a potency of 350

    Damnation
    -- Ability -- 1 Foreknowledge -- 1s Recast --

    Mark a target with 5 stacks of Damnation, restoring 400 MP as you deal damage, 15s

    Penance
    -- Ability -- 1 Foreknowledge -- 30s Recast time --

    Dispel Astral Veil from self to restore HP of all nearby allies with a potency of 250
    Dispel Umbral Veil from self to restore HP of all nearby allies with a potency of 250

    Initiation
    -- Ability -- 1 Foreknowledge -- 90s Recast --

    Spreads Astral Veil and Umbral Veil to all nearby party members

    Sacrifice
    -- Ability -- 60s Recast time --

    Remove 10% of your current HP to grant Sacrament to a target party member, restores HP with a potency of 800 upon expiration, 10s

    Passion
    -- Ability -- 90s Recast time --

    Remove 10% of your current HP to grant Sacrament to all nearby party members, restores HP with a potency of 600 upon expiration, 10s

    Azazel
    -- Ability -- 180s Recast --

    Place a totem on the ground, the totem absorbs 50% of incoming damage from all allies in range, 10s
    Once damage has been absorbed, the idol dispenses the absorbed damage 4 times at 20% potency to all allies that were affected, 10s


    The general flow for both damage and healing spells is to use an Astral or Umbral spell to empower a second spell, altering its effects like increasing output or applying statuses. The melee combo gives stacks of Foreknowledge, similar to Aetherflow or Addersgall, it provides the bulk of your oGCD healing, spreading effects or dispelling them for larger heals.

    So why did I make this? Not sure honestly, mostly because I could and it sounded like a neat idea. It at least shows that there is room for interesting healer concepts, even if it's unrefined and potentially very dumb.
    (1)
    Last edited by TheDustyOne; 11-30-2023 at 03:42 PM.

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,836
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TheDustyOne View Post
    So because I apparently have too much time on my hands, I came up with a proof-of-concept for a new healer idea.

    ...looking at old 1.0 Thaumaturge information for inspiration.
    Darn. You beat me to it. Building mine as more from the balance of life and death / shadow-priest / stat-stealing identity it had in 1.x, but probably have a few hours left to go. I like the idea of "us[ing] an Astral or Umbral spell to empower a second spell, altering its effects like increasing output or applying statuses." I'm not really sure of why Thaumaturge would have a melee combo, though?

    Anywho, finishing up an Elementalist mock-up for Conjurer/WHM first, then doing a Thaumaturge/Archon mock-up (BLM becomes Evoker/Black Mage).
    (0)

  6. #6
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    640
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Mostly I just wanted to think of how to remix RDM into a healer, I built off of the idea of having Light/Dark themed spells and a melee combo and went from there.
    (0)

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,339
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    If it's named Oracle, and uses a hammer, I suppose it would make some sense for it to take some inspiration from the hammer-using Oracle already in the game, in terms of skill naming? That is, some of the melee strikes could be called things like Spirit Taker (3rd hit of single target combo perhaps, since it was a TB) and Darkest Dance (one of the two AOE hits). The concept of using time related things (from the fight) could be linked, with Astral being the 'speed up time, causing the HOTs to tick' stance and Umbral being the 'slow down time to a crawl, causing the healing energies to condense into a shielding effect due to it's stasis' stance (so, the opposite of what you listed, unfortunately/sorry, it's for lore reasons honest).

    Can I suggest axing Astral/Umbral Sight, and just having Vision deal bonus damage to the first target? Having four buttons dedicated to that seems a bit overkill. It's like the RPR debuff to me, I don't see why we needed an AOE and a ST version of the applicator when we could have just had the AOE one deal bonus damage to the first target and saved a hotbar space

    Not sure if you were aiming for that kind of Oracle, or more 'the world is ending' doomsayer kind of Oracle. I just figure, with the hammer it's kind of hard to get away from the link to the former

    edit: the totem thing, am I correct in thinking that, for example, a 100k per player raidwide would be reduced to 50k, then after it's initial duration, it pulses 20% of that stored damage amount 4 times, meaning 10k per pulse, with 10k (the remaining 20%) being voided, causing it to be a 20% mit as well as staggering the damage to a more manageable amount? Would be a very interesting ability, almost a complete reverse of the Lilybell in function. In fact, this healer and WHM together would be quite a beastly combo because of that synergy
    (2)
    Last edited by ForsakenRoe; 11-28-2023 at 12:42 PM.

  8. #8
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    640
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I was using Gaia as an influence as well, although I was taking more of a visual approach than a mechanical one, I wouldn't mind expanding on the connection.

    The reason I chose Astral/Darkness as the shield was entirely because of TBN, the kind of "shrouded in darkness" angle it was going for. I think the lore could justify either mechanic honestly; slow healing over time = stasis, it's a slow acting heal, shield = active barrier that instantly protects. I think it mostly comes down to how well the writers work it in.

    Fair enough for nixing the ST versions and just having the AoE skills with dropoff, I wasn't really sure how to handle the rotation in an AoE situation, so I think just combining them into a single shared rotation works. I was thinking of giving the AoE vision spells Astral/Umbral effects and having Revelation/Veil be ST only.

    Moreso the doomsayer kind of Oracle. The inclusion of the warhammer was mostly because I wanted a melee phase of some sort, although I'm not a fan of it being relegated to a cooldown and would like to see it better represented in the main rotation.

    You've more or less got the totem idea correct, a partial mitigation and reverse Lilybell. My only concern is I can expect a lot of cheese and ignoring mechanics that would otherwise one-shot, but considering it's on the same power level as Lilybell, I figured it would be fun, if a little broken. Also troll potential with some mechanics, imagine using that with P3S.
    (0)
    Last edited by TheDustyOne; 11-28-2023 at 02:28 PM.

  9. #9
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Not too long ago, I mentioned a mobile RPG that was adding a new healer. The game is Reverse 1999, and they recently added this character: Tooth Fairy, who has a crit-oriented playstyle, both increasing the chance for her team to score critical hits, increasing her odds of restoring critical HP, and cleansing the party of debuffs when her ultimate attack scores a critical hit, and I mentioned how it could be interesting to build a healer around a concept like that, or how Sage could've been designed like that. So I was thinking about it today and wanted to share a base concept that I came up with.

    Let me start by establishing that this is a 'from scratch' idea, so if an action isn't mentioned, it's not currently a part of this idea, but it's also more of a core set of tools, so there's room to build on top of this as well.




    Gauges

    Addersgall
    - Gauge remains the same, generating Addersgall every 20 seconds, but is now spent on different actions.

    Addersting
    - You can hold up to 6 Addersting (on the UI, there will be a smaller, second diamond underneath each Addersting indicator). Each time you score a critical hit with a GCD action, you gain 1 Addersting. This applies to damage dealt and healing. Only 1 Addersting can be gained per instance of damage and 1 per instance of healing. This means for an AoE attack, you can only gain 1 Addersting even if you critically hit multiple enemies, and the same is true for AoE healing, but if you have an action that deals damage and heals at the same time, you can earn 1 Addersting each for the damage and healing if both score a critical hit.

    Eukrasia & Dyskrasia Gauge
    - Spells can be augmented as Eukrasian or Dyskrasian now. Only Eukrasia or Dyskrasia can be active at a time. The gauge will be cyan when Eukrasia is in effect and will be magenta when Dyskrasia is in effect.


    Eukrasia, Dyskrasia, and Kardia

    Eukrasia
    - Augments certain spells to their Eukrasian variation; instant cast with a 1 second GCD timer; 800 MP cost.

    Dyskrasia
    - Augments certain spells to their Dyskrasian variation; instant cast with a 1 second GCD timer; 800 MP cost.

    Kardia
    - OGCD single target buff; 5 second cooldown. Marks a target party member as your Kardion target, making them the receiver of certain effects from Eukrasian spells.


    Offensive Actions

    Dosis
    - Single target GCD attack; 1.5 second cast time; no MP cost. Deals damage with a potency of 300.

    Eukrasian Dosis
    - AoE target GCD attack; instant cast; no MP cost. Deals damage with a potency of 200 for the first enemy and 50% less for other enemies. Restores HP to your Kardion Target with a potency of 500.

    Dyskrasian Dosis
    - Single target GCD debuff; instant cast; no MP cost. Consumes up to 3 Addersting to inflict Dyskrasian Dosis on a single enemy, increasing the chance that your attack spells will score critical hits by 5%/10%/15% for 30 seconds (based on the amount of Addersting spent).

    Toxikon
    - AoE target OGCD attack; 10 second recast timer with 2 charges. Deals damage with a potency of 300 for the first enemy and 75% less for all remaining enemies. Costs 1 Addersting.

    Toxikology
    - OGCD Personal buff effect; 20 second recast timer. Grants 2 charges of Toxikon. Costs 1 Addersting.

    Paroxysm
    - AoE target GCD attack; instant cast; no MP cost. Deals damage with a potency of 170 to all enemies.

    Eukrasian Paroxysm
    - AoE target GCD attack; instant cast; 400 MP cost. Deals damage with a potency of 100 to all enemies. Restores HP to your Kardion Target and all party members nearby them with a potency of 300.

    Dyskrasian Paroxysm
    - AoE target GCD debuff; instant cast; 400 MP cost. Consumes up to 3 Addersting to inflict Dyskrasian Dosis on all enemies in range, increasing the chance that your attack spells will score critical hits by 5%/10%/15% for 30 seconds (based on the amount of Addersting spent).

    Phlegma
    - AoE melee GCD attack; instant cast; no MP cost; 20 second GCD recast timer with 2 charges (shared with other Phlegma variations). Deals damage with a potency of 200 for the first enemy and 50% less to all other enemies; hits twice, totaling 400 potency (can only gain 1 Addersting per cast of Phlegma).

    Eukrasian Phlegma
    - AoE melee GCD attack; instant cast; no MP cost; 20 second GCD recast timer with 2 charges (shared with other Phlegma variations). Deals damage with a potency of 300 for the first enemy and 50% less to all other enemies. Grants a 300 potency barrier to your Kardion target that lasts 10 seconds; If the barrier breaks, you gain 1 Addersting.

    Dyskrasian Phlegma
    - Single target melee GCD attack; instant cast; 800 MP cost; 20 second GCD recast timer with 2 charges (shared with other Phlegma variations). Deals damage over time with a potency of 5 that lasts 60 seconds; each tick that critically hits grants you 1 Addersting.

    Aphonia
    - Single target GCD attack; instant cast; no MP cost. Deals damage with a potency of 150 and inflicts silence for 2 seconds; Aphonia will always score a critical hit when interrupting a casted action.

    Eukrasian Aphonia
    - AoE target GCD attack; instant cast; 200 MP cost. Deals damage with a potency of 150 for the first enemy and 75% less for all other enemies; cleanses 1 debuff from your Kardion target; Eukrasian Aphonia will always score a critical hit when a debuff is cleansed from your Kardion target.

    Dyskrasian Aphonia
    - AoE target GCD attack; instant cast; 200 MP cost. Deals damage with a potency of 300 for the first enemy and 75% less for all other enemies and inflicts stun for 4 seconds.

    Pneuma
    - AoE line target GCD attack; 1.5 second cast; 600 MP cost; 55 second GCD recast timer. Deals damage with a potency of 600 for the first enemy and 50% less for all other enemies; grants Pneumatinon to self, causing your next cast of Panhaima to grant you 1 Addersting.

    Soma
    - AoE target GCD attack; 1.5 second cast; 600 MP cost; 35 second GCD recast timer. Deals damage with a potency of 450 for the first enemy and 50% less for all other enemies; grants Somatinon to self, causing your next cast of Haima to grant you 1 Addersting.


    Healing/Supportive Actions

    Diagnosis
    - Single target GCD heal; 1.5 second cast; no MP cost. Restores HP with a potency of 350 and grants Diagnosis for 30 seconds; Diagnosis effect: ensures the next instance of healing received on the target restores critical HP.

    Prognosis
    - AoE GCD heal on self and nearby party members; 1.5 second cast; no MP cost. Restores HP with a potency of 150 and grants Diagnosis for 30 seconds.

    Haima
    - Single target GCD barrier; 1.5 second cast; 500 MP cost. Grants a barrier with a potency of 150 to your target that lasts 30 seconds and 5 stacks of Haimatinon, granting another barrier of the same potency each time the current Haima barrier on the target is broken. When the duration expires, restores HP with a potency of 100 per stack of Haimatinon on the target.

    Panhaima
    - AoE GCD barrier on self and nearby party members; 1.5 second cast; 1000 MP cost. Grants a barrier with a potency of 100 to yourself and all nearby party members and 5 stacks of Panhaimatinon, granting another barrier of the same potency each time the current Panhaima barrier on the respective party member is broken. When the duration expires, restores HP with a potency of 75 per stack of Panhaimatinon on the target.

    Egeiro
    - GCD revival action; 8 second cast time; 2400 MP cost. Resurrects target to a weakened state.

    Holos
    - OGCD party buff; 30 second cooldown. Decreases damage taken by 10% for 10 seconds. Duration of Holos increases by 5 seconds each time the target's HP is critically restored up to a maximum of 20 seconds.

    Icarus
    - OGCD dash: Rush to the side of your target; 45 second cooldown with 2 charges.

    Zoe
    - OGCD personal buff; 1 second cooldown. Ensures your next GCD action will score a critical hit; this applies to both the damage and healing gained through Kardia. Costs 1 Addersgall.

    Krasis
    - OGCD personal buff; 1 second cooldown. Restores 16% of your maximum MP. Costs 1 Addersgall.

    Soteria
    - OGCD target buff; 60 second cooldown. Marks a target party member as your Soterion target for 15 seconds. During this time, your Soterion target also receives all effects intended for your Kardion target. Costs 1 Addersgall

    Rhizomata
    - OGCD personal buff; 90 second cooldown. Grants 1 Addersgall. You may cast Rhizomata while it's on cooldown; when cast this way, consumes 2 Addersting to grant 1 Addersgall.



    This build currently has 22 actions before role actions, sprint, and limit break, and honestly I think it'd be a lot of fun to play with. There's a lot more to consider with how things like MP is managed, and because a lot of components rely on critical hits, it makes your experience playing Sage very dynamic as it won't be the same each time. This also plays more into Kardia as your main method of healing, and makes the concept of Eukrasia and Dyskrasia thematically appropriate based on the meaning of that language, something that I've discussed before with a few players. Eukrasia makes your attack spells give Kardia healing effects while Dyskrasia is what makes them more nasty or play harder into the crit-based nature of your gameplay. I'm curious what some of you might think of a healer kit that works like this, where there's a lot of reliance on something that is ultimately RNG, even if you have tools to manipulate that RNG.
    (3)
    Last edited by ty_taurus; 12-13-2023 at 11:40 PM.

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Wanted to add, I've been making some more adjustments to the crit Sage concept gradually, and I think I'm falling in love with the idea more and more.
    (1)

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