Page 29 of 47 FirstFirst ... 19 27 28 29 30 31 39 ... LastLast
Results 281 to 290 of 464
  1. #281
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    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.

  2. #282
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    646
    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.

  3. #283
    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.

  4. #284
    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)

  5. #285
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    My go to healer is and will always be SCH. I hope they remove Seraph and reintroduce Rouse and give more emphasis on the pet for healing while we focus more on the barrier/shielding.

    If they could also allow glamoured abilities as well? For instance, I love Carbuncle more than the fairies but seeing my Carby cast Embrace instead of Healing Ruby is a pet peeve.
    (2)

  6. #286
    Player
    Jidka's Avatar
    Join Date
    Sep 2023
    Posts
    33
    Character
    Serendib Mandragorne
    World
    Ragnarok
    Main Class
    White Mage Lv 100
    I usually don't play sage but why not expecting something similar to this :

    3 differents kardias.
    • Green Kardia
      placed on a ally
      heal the target when you use a damaging spell
      basicly what we currently have
    • Red kardia
      placed on an ennemy
      hurt the target when you overheal an ally with a spell (or the green kardia) (1/sec max)
    • Blue Kardia
      placed on the ground
      give ally a shield when an ennemy it hit by your DoT (Eukrasian Dosis) with a small range (around 10 yalms)

    The sage may activate any kardia but each activated kardia increase mana cost of spells (+200/kardia for example).

    Desactivating a kardia gives a small amount of mana but activating one cost one Addersgall.


    That's it.
    Have a good day guys.
    (1)

  7. #287
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,991
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    I'm reviving this thread to voice more of my (probably bad) ideas. I've been toying with the idea of SCH as a more strategic healer where they time their tools for the maximum effect. Some thoughts:

    Eos will have Whispering Dawn (same), Fey Illumination (same) and Fey Consolation (party-wide barrier). Her Embrace casts will heal.
    Selene will have Whispering Dusk (grants a shield that grows in strength over 10 seconds, max value at 10s), Fey Blessing (party-wide Esuna) and Fey Retribution (mitigation + counter damage). Her Embrace casts will apply a barrier.

    Dissipation: Dissipates Lily's aether for 15s, granting yourself a 20% healing potency boost. After 15s, Lily will reform as the opposite aspect and her abilities will be boosted for 15s.
    Deployment Tactics: Can now also spread DoT effects off enemies.
    Focus Fire (Reworked Chain Stratagem): Applies a debuff on the target which compiles all damage for 10s, at the end of the timer, apply a 15s DoT with the value of 50% of all compiled damage, this DoT can be spread with Deployment Tactics.
    Sacred Soil: Lasts 5s, applies a permanent barrier of 5% max HP to anyone within the field for the duration of the ability. If damage taken exceeds the barrier value, recover 50% of damage taken back as HP.
    Spearhead Formation: Marks a target with a debuff for 10s, any attack on the target with the debuff will return X potency of healing to the attacker.
    Phalanx Formation: Applies a 10% mitigation to all allies for 10s, any damage taken during this time will be reflected to the attacker at X%.
    Bulwark Formation: Applies a barrier of X potency to all allies for 15s and blocks one debuff when the barrier is active.

    Main aim is to have a ton of short-time buff and debuff effects along with a reduction of their free healing. I like the idea of a job that can only reach full potential if you know the fight and can maximise your tools where they're the most useful.
    (3)

  8. #288
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,883
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I present to you: my craptastic ideas/revamp for WHM. (Don't bonk me for the numbers pls they're out of whack, math is not my forte.)


    Lily Gauge


    Unlocks at lv30.

    Blue Lily
    First and foremost, Lilies now double duty as both resources and their buff to maintain, similar to BLM's Enochian. The changes are as the following:
    • "Elemental Blessing" buff is now added. This buff is activated & refreshed by casting "Water" & "Banish" family spells. The buff itself increases all WHM's spell's potency by 6%.
    • In order for the gauge to start charging lilies, "Elemental Blessing" must be active. The timer for each Lily germination has been rolled back to 30s.
    • For every Lily that blooms, it gives additional, stacking buffs:
      1. One lily increases damage dealt by 3%, healing magic potency by 13%, and increases healing magic radius by 3y.
      2. Two lilies increases damage dealt by 6%, healing magic potency by 26%, and increases healing magic radius by 6y.
      3. Three lilies increases damage dealt by 9%, healing magic potency by 39%, decreases spellcast timer by 12%, and increases healing magic radius by 9y.
    • Timer will continue to tick even when 3 lilies are stored.
    • Some actions may speed up or interferes germination timer.

    Orange Lily (or actually petals, lol)
    This is the small, orange lily petals addition that you see in that edited image above. "Afflatus Venera" is an additional resource to cast "Glare" and "Holy" family spells. It works like a 'mini finisher'; stronger than the filler spell, but slower to cast. "Afflatus Venera" generates from the ST filler Stone III, AoE filler Stone IV, and Afflatus Misery. You can keep up to 6 stacks of these as shown by the UI. Unlocks at lv60.

    Red/Blood Lily
    Still the same old Blood Lily!


    Here goes their full kit (Underlined and Bolded ones are the actions that would exist in lv90 Hotbar):

    Offensive Spells


    Stone I (Cast Time: 2.00s | 400 MP | 25y)
    Deal earth damage with a potency of 180.
    Upgrades to Stone III at lv54.

    Stone II (Cast Time: 2.00s | 500 MP ) - ◯8y
    Deal earth damage with a potency of 125 to all nearby enemies.
    Upgrades to Stone IV at lv64.

    Stone III (Cast Time: 2.00s | 400 MP | 25y)
    Deal earth damage with a potency of 280. Has a 70% chance to grant stacks of ‘Afflatus Venera when cast under the effect of ‘Elemental Blessing’.

    Stone IV (Cast Time: 2.00s | 500 MP ) - ◯8y
    Deal earth damage with a potency of 155 to all nearby enemies. Has a 15% chance for every enemy struck to grant stacks of ‘Afflatus Venera when cast under the effect of ‘Elemental Blessing’.

    Aero I (Cast Time: 1.50s | 400 MP | 25y)
    Deal wind damage with a potency of 45.
    Additional Effect: Wind damage over time.
    Potency: 50
    Duration: 12s
    Upgrades to Aero II at lv46.

    Aero II (Cast Time: 1.50s | 400 MP | 25y)
    Deal wind damage with a potency of 60.
    Additional Effect: Wind damage over time.
    Potency: 55
    Duration: 15s
    Upgrades to Aero III at lv58.

    Aero III (Cast Time: 2.50s | 400 MP | 25y) - ◯6y
    Deal wind damage with a potency of 80 to all nearby enemies.
    Additional Effect: wind damage over time.
    Potency: 65
    Duration: 18s
    Action changes to ‘Tornado’ when under the effect of ‘Afflatus Zephyr’.

    Water I (Cast Time: 1.50s | 600 MP | 25y)
    Deal water damage with a potency of 140. Grants the effect of ‘Elemental Blessing’, increasing damage dealt and healing magic potency by 6% by 15s, up to 30s.
    Upgrades to Water II at lv54

    Water II (Cast Time: 1.50s | 600 MP | 25y) - ◯5y
    Deal water damage with a potency of 180 to the first target and 60% less to all nearby enemies. Grants the effect of ‘Elemental Blessing’, increasing damage dealt and healing magic potency by 6% by 15s, up to 30s.
    Upgrades to Water III at lv78.

    Water III (Cast Time: 1.50s | 600 MP | 25y) - ◯6y
    Deal water damage with a potency of 240 to the first target and 60% less to all nearby enemies. Grants the effect of ‘Elemental Blessing’, increasing damage dealt and healing magic potency by 6% by 15s, up to 30s.

    Banish I (Cast Time: 1.00s | 0 MP | 25y) - ◯8y
    Deal unaspected damage with a potency of 310 to first target and 70% less to all nearby enemies. Grants 1 stack of Afflatus Venera when cast under the effect of ‘Elemental Blessing’. Also extends ‘Elemental Blessing’ duration by 10s, up to 30s. Can only be executed during the effect of Afflatus Solatium.
    Additional Effect: Stun.
    Duration: 4s
    Upgrades to Banish II at lv68.

    Banish II (Cast Time: 1.00s | 0 MP | 25y) - ◯8y
    Deal unaspected damage with a potency of 380 to first target and 70% less to all nearby enemies. Grants 1 stack of Afflatus Venera when cast under the effect of ‘Elemental Blessing’. Also extends ‘Elemental Blessing’ duration by 10s, up to 30s. Can only be executed during the effect of Afflatus Solatium.
    Additional Effect: Stun.
    Duration: 5s
    Upgrades to Banish III at lv88.

    Banish III (Cast Time: 1.00s | 0 MP | 25y) - ◯8y
    Deal unaspected damage with a potency of 460 to first target and 70% less to all nearby enemies. Grants 1 stack of Afflatus Venera when cast under the effect of ‘Elemental Blessing’. Also extends ‘Elemental Blessing’ duration by 10s, up to 30s. Can only be executed during the effect of Afflatus Solatium.
    Additional Effect: Stun.
    Duration: 6s

    Assize (Instant | Cooldown: 3s | Recast 50s | 2 Charges) - ◯15y
    Deal wind damage with a potency of 350 & restores HP of all nearby party members. Grants self ‘Afflatus Zephyr’ upon execution.
    Cure Potency: 220
    Afflatus Zephyr: Able to execute ‘Tornado’.
    Duration: 15s
    Additional Effect: Restores 12% of max MP to self.

    Tornado (Cast Time: 3.00s | Cooldown: 20s | 800 MP | 25y) - ◯8y
    Deal wind damage with a potency of 560 plus remaining ‘Aero’ damage over time potencies with 60% fall off to the rest of surrounding enemies. Removes ‘Aero’.
    Action cannot be assigned to the hotbar.

    Glare I (Cast Time: 3.00s | 25y)
    Consumes 4 stacks of Afflatus Venera to deal unaspected damage with a potency of 360. Can only be executed under the effect of ‘Elemental Blessing’.
    Upgrades to Glare III at lv82.

    Glare III (Cast Time: 3.00s | 25y)
    Consumes 4 stacks of Afflatus Venera to deal unaspected damage with a potency of 480. Can only be executed under the effect of ‘Elemental Blessing’.
    Base cast time becomes 2.00s when 3 Lilies present.

    Holy I (Cast Time: 3.50s) - ◯8y
    Consumes 4 stacks of Afflatus Venera to deal unaspected damage with a potency 300 to all nearby enemies. Can only be executed under the effect of ‘Elemental Blessing’.
    Additional Effect: Stun.
    Duration: 6s
    Upgrades to Holy III at lv82.

    Holy III (Cast Time: 3.50s) - ◯8y
    Consumes 4 stacks of Afflatus Venera to deal unaspected damage with a potency 330 to all nearby enemies. Can only be executed under the effect of ‘Elemental Blessing’.
    Additional Effect: Stun.
    Duration: 6s
    Base cast time becomes 2.50s when 3 Lilies present.

    Total Buttons: 8 (Tornado shares hotkey with Aero III, Stone I upgrades to Stone III, Stone II upgrades to Stone IV, Aero I upgrade to II then III, Banish I upgrades to II then III, Holy I upgrades to Holy III, Glare I upgrades to Glare III)


    Basic Healing Spells

    Additional gimmicks is added for some healing spells:
    1. "Afflatus Solatium". It's a refund gimmick that allows you to cast "Banish" family spells after executing certain healing spells. You can hold this buff indefinitely AND overcap this.
    2. All healing spells CAN benefit from the aforementioned Lily Gauge buffs. This means it's possible to i.e. drop Cure II as a relatively small, concentrated heal bomb.

    Cure I (Cast Time: 1.50s | 400 MP | 25y)
    Restores target’s HP.
    Cure potency: 450
    Upgrades to Cure II at lv30.

    Cure II (Cast Time: 2.00s | 1000 MP | 25y)
    Restores target’s HP. Has 100% chance to grant the effect of Afflatus Solatium when executed.
    Cure potency: 750

    Cure III (Cast Time: 2.50s | 1400 MP | 25y) - ◯15y
    Restores own HP and all nearby party member’s. Has 70% chance to grant the effect of Afflatus Solatium when executed. Can be targeted at another party member.
    Cure potency: 550

    Cure IV (Instant | Cooldown: 15s | 2200 MP | 25y) - ◯20y
    Restores own HP and all nearby party members. Can be targeted at another party member.
    Cure potency: 700

    Medica I (Cast Time: 1.50s | 1300 MP) - ◯15y
    Restores own HP and all nearby party members.
    Cure potency: 200
    Additional Effect: Increase received healing by 10%.
    Duration: 25s
    Upgrades to Medica II at lv52.

    Medica II (Cast Time: 1.50s | 1300 MP) - ◯20y
    Restores own HP and all nearby party members.
    Cure potency: 200
    Additional Effect: Increase received healing by 10%.
    Additional Effect: Regen
    Regen
    : 10
    Duration: 45s
    Additional Effect: Each regeneration tick has a 3% chance to grant the effect of Afflatus Solatium.

    Raise
    Sorry to poor to raise lmao.

    Total buttons: 5 (Cure I upgrades to Cure II, Medica I upgrades to Medica II)


    Lily Spells

    Like the basic healing GCDs, the Lily spells will also benefit from the Lily Gauge stacked buff (i.e. Solace can be a small AoE, Rapture can reach Narnian MCH). However, when the Blue Lilies are spent, so does the buffs that comes together with it.

    Fluid Aura (Instant)
    Refreshes 'Elemental Blessing' and stops the timer. Timer resumes if any other spells are cast. Can only be executed when ‘Elemental Blessing’ is active.

    Afflatus Solace (Instant | 25y)
    Restores target’s HP. Consumes 1 Blue Lily.
    Cure potency: 800

    Afflatus Rapture (Instant) - ◯20y
    Restores HP of all nearby party members. Consumes 1 Blue Lily.
    Cure potency: 400

    Afflatus Purgation (Instant | Cooldown: 90s | 30y) - ━ 30y
    Deal unaspected damage with a potency of 370 to first target & 60% less to other enemies within a straight line before you & grants ‘Temperance’ to self and ‘Regen’ to all nearby party members. Consumes 2 Blue Lilies.
    Temperance: Reduces damage taken by self and party members within a radius of 50 yalms by 15%.
    Regen: 40
    Duration: 21s
    Does not need target to execute.

    Afflatus Misery (Instant | Cooldown: 20s | 15y) - ◯5y
    Deal unaspected damage with a potency of 930 to main target and 30% less to all nearby enemies. Grants ’Presence of Mind’ and 2 stacks of 'Afflatus Venera'. Consumes the Bloody Lily.
    Presence of Mind: Reduces spellcast timer by 15%
    Duration: 25s

    Total Buttons: 5


    Abilities

    Protect (Cooldown: 60s)
    Reduces target’s damage taken by 8%.
    Duration: 8s
    Upgrades to 'Aquaveil' at lv76.

    Aquaveil (Cooldown: 60s)
    Reduces target’s damage taken by 15%.
    Duration: 12s

    Stoneskin (Cooldown: 40s | 25y)
    Deploys a barrier equal to 10% of target’s max HP. Breaking the barrier reduces Lily timer by 6s.
    Duration: 15s
    Upgrades to 'Divine Benison' at lv66.

    Divine Benison (Cooldown: 40s | 2 Charges | 25y)
    Deploys a barrier equal to 12% of target’s max HP. Breaking the barrier reduces Lily timer by 6s.
    Duration: 15s

    Benediction (Cooldown: 180s | 50y)
    Fully restores target’s HP. Reduces Lily timer by 15s and grants ‘Bravery’ to target if successfully restoring HP of a target with 20% or less HP.
    Bravery: Increases damage dealt by 8%
    Duration: 25s

    Thin Air (Cooldown: 60s | 3 Charges)
    Ignore MP cost for the next spell. If spent on any healing magic, the spell will not benefit from the Lily gauge, thus will not consume lilies & will not generate Afflatus Solatium.
    Duration: 10s.

    Seraph Strike (Cooldown: 90s | 10y) - ◯15y
    Deliver a jumping attack of 150 potency & inflicts ‘Dia’ on all nearby targets while granting ‘Invisira’ to self & all nearby party members.
    Dia: Reduce damage dealt by 8%
    Duration: 12s
    Invisira: Nullifies incoming damage equal to a heal of 300 potency.
    Duration: 20s

    Liturgy of the Bell (Cooldown: 180s | 20y) - ◯20y
    Places a healing blossom at designated location & grants 5 stacks of ‘Liturgy of the Bell’ to self. Halts the lily timer until all stacks are spent.
    Duration: 20s
    Taking damage will expend 1 stack of Liturgy of the Bell to heal self and all party members within a radius of 20 yalms. Also reduce the lily timer by 5s.
    Cure potency: 400
    Any remaining stacks of Liturgy of the Bell will trigger an additional healing effect when time expires. Also reduce the lily timer by 3s for every remaining stack.
    Cure Potency: 250 for every remaining stack of Liturgy of the Bell.
    Any remaining stacks of Liturgy of the Bell will trigger an additional healing effect upon executing this action a second time.
    Cure Potency: 180 for every remaining stack of Liturgy of the Bell.

    Total Buttons: 6 (Protect upgrades to Aquaveil, Stoneskin upgrades to Divine Benison)


    Actions Distribution

    ===ARR===
    Lv01 Stone I
    Lv02 Cure I
    Lv04 Aero I
    Lv10 Medica I
    Lv12 Stoneskin
    Lv15 Water I
    Lv18 Protect
    Lv25 Stone II
    Lv30 Cure II & Afflatus Solace
    Lv35 Cure III
    Lv40 Afflatus Rapture
    Lv45 Banish I
    Lv46 Aero II
    Lv50 Benediction
    ===HW===
    Lv52 Medica II
    Lv54 Stone III & Water II
    Lv56 Assize
    Lv58 Aero III
    Lv60 Holy I
    ===StB===
    Lv62 Fluid Aura
    Lv64 Stone IV
    Lv66 Divine Benison
    Lv68 Banish II
    Lv70 Afflatus Purgation
    ===ShB===
    Lv72 Glare I
    Lv74 Afflatus Misery
    Lv76 Aquaveil
    Lv78 Water III
    Lv80 Seraph Strike
    ===EW===
    Lv82 Glare III & Holy III
    Lv84 Tornado
    Lv86 Cure IV
    Lv88 Banish III
    Lv90 Liturgy of the Bell
    ===***===


    The general idea~
    While the numbers are all out of whack & might be misleading, the general idea of the revamp is to have:
    Offense
    • Start with Water spells and refresh as needed or up to 30s max.
    • Apply Aero DoTs.
    • Keep Assize cooldown rolling.
    • Remember to burn Tornado proc after any Assize uses but also mind their short 20s cooldown.
    • Spend Afflatus Venera stacks for Glares but mind the cast time difference.
    • Water, Assize, Misery, & Banish spells proc should be seen as potential movement & weaving tool with the fast/instant casts.
    • Try to abuse the Lily Gauge effect to amplify Afflatus Misery.
    • Misery will generate 2 orange petals. Try to not overcap it.
    • Filler Stones when nothing else is left or when cannot afford to be still for Glare, but mind the Afflatus Venera stacks overcapping.

    Healing
    Single target options:
    • Afflatus Solace - Strong ST, MP Free, Mobile, and charges Blood Lily but consumes Blue Lily. Temporarily lowers dps and healing output until next lily germinates within 30s.
    • Cure II - Strong ST, MP exhaustive, Immobile, but doesn't consume Blue Lily. Can keep the lily gauge benefit running for the moment. Grants Banish proc.
    • Benediction - Same as usual but added incentive if you're good at playing 'HP yoyo'. Long CD.
    • Divine Benison - Standard oGCD shield. Rewards you if the shield's broken. Short CD.

    Multi-target options:
    • Afflatus Rapture - See 'Afflatus Solace', but Moderate partywide centered on WHM.
    • Cure III - See 'Cure II' but strong partywide, centered on target ally. Grants Banish procs.
    • Cure IV - True 'oh sh!t' button. Very MP exhaustive. Use with care or with Thin Air (which would also remove the Lily Gauge benefit).
    • Assize - Low to Moderate partywide depending on when it is used (220p at base, up to 324p with 3 Lilies).
    • Liturgy of the Bell - oGCD, strong partywide & centered on target location. Speeds up Lily Gauge timer when used properly, but slows when the opposite is true. Long CD.
    • If the party are all huddled up and have multiple lilies on hand, consider using Cure II/Solace for concentrated healbomb(s) if needed for better return.

    Utilities
    • Aquaveil - ST Mit
    • Seraph Strike - Partywide mit but requires target and is a gapcloser.
    • Afflatus Purgation - Partywide mit with aimed AoE damage & small amount of regen tacked, but doesn't require target. Consumes 2 Blue Lilies, meaning you will overcap Misery if you have 2/3 built Blood Lily.
    • Medica II - Partywide increase in healing received. Technically has small amount of heal tacked in (total potency at 350p base, becomes 516p with 3 Lilies) but intentionally designed weak & spread out to be of any on demand healing tool. Highly a setup tool.

    Other Tool
    • Thin Air - Similar to Endwalker's Thin Air, with added rule to negate Lily Gauge bonuses & Banish procs should this charge is used to cast free Medica II, Cure II, Cure III, and Cure IV.

    Removed Buttons
    • Dia - Personal preference. I prefer Aero DoTs. Sorry Dia likers! It's tacked onto Seraph Strike now
    • Presence of Mind - "button that I press every 2 minutes" doesn't seem to add much to the gameplay. I split the effect onto Elemental Blessing and insert the other half into Afflatus Misery.
    • Regen - I'm of the opinion that HoTs should've been AST's perks. To compensate this, WHM's burst heals are augmented.
    • Plenary Indulgence - No reason to keep this because all the additional healing potencies baked to the revamped lily system are more or less equal now at 2-3 lilies.
    • Temperance - Baked into Afflatus Purgation as a reference to its PvP iteration.
    • Asylum - Medica II exists.
    • Tetragrammaton - Literally just oGCD Cure II.

    There are 24 assigned buttons not incl. role actions, sprint, LB, pots, & other things. If I want REALLY want to prune more:
    - Glare or Holy can go, then repurpose them into an AoE with damage fall off.

    ...which would leave the job with 22 assigned buttons. But at this point I'm unsure what else to polish.



    Now I'll hide in a hole to avoid the pitchforks.

    EDIT: added another section that lays out the skills distributions across entire leveling progression.
    (7)
    Last edited by Rein_eon_Osborne; 01-28-2024 at 01:21 AM. Reason: too long RIP

  9. #289
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,883
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Updated a bit by tweaking numbers slightly (they're still cracked lmao), removing Divine Seal, & moving around skills distribution after being told that having mits that's only useable when requiring target would be an 'ouchie' for lv70 Ultimate encounter. Totally did not thought about that, woops!
    (0)

  10. #290
    Player Troxbark's Avatar
    Join Date
    Jan 2022
    Posts
    271
    Character
    Trox Bark
    World
    Midgardsormr
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Jidka View Post
    I usually don't play sage but why not expecting something similar to this :

    3 differents kardias.
    • Green Kardia
      placed on a ally
      heal the target when you use a damaging spell
      basicly what we currently have
    • Red kardia
      placed on an ennemy
      hurt the target when you overheal an ally with a spell (or the green kardia) (1/sec max)
    • Blue Kardia
      placed on the ground
      give ally a shield when an ennemy it hit by your DoT (Eukrasian Dosis) with a small range (around 10 yalms)

    The sage may activate any kardia but each activated kardia increase mana cost of spells (+200/kardia for example).

    Desactivating a kardia gives a small amount of mana but activating one cost one Addersgall.


    That's it.
    Have a good day guys.
    It's interesting but I think it's better if we move away from set and forget spells like kardia. Now if it had a timer on it, I'd like the idea more.
    (0)

  11. 02-05-2024 01:16 AM

Page 29 of 47 FirstFirst ... 19 27 28 29 30 31 39 ... LastLast