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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100

    If you can design one skill into the game on healers, what would it be?

    If you can design one skill into the game on healers, what would it be?

    Personally, I'd like to see something like Thresh's lantern from League of legends put into healers as a role skill.

    Thresh's Lantern provides dual-purpose to the party by:

    1. Throws a lantern at a specific range and applies a shield to you and any players who walk in the lantern's radius / Applies a shield if players are in the lantern's radius when snapshotted -- effectively a ranged aoe shield. Basically useful to help keep people alive in general, but nothing as powerful as a 30y radius shield. You can think of this as a shield version of Cure III.

    2. Allow players to quickly dash towards the healer by clicking on the lantern as the other end of the lantern is tethered to the healer.

    The latter half of the skill makes it entirely the party member's choice if and/or when they want to quickly move towards the healer's location. The lantern is designed to give an additional choice. It's a non-intrusive skill designed to save the party and allows the healer to interact with mechanics with safe spots better, but it can also just be used as an oGCD shield if they don't feel the lifeline is necessary.
    (3)

  2. #2
    Player
    Adeacia's Avatar
    Join Date
    Nov 2016
    Posts
    588
    Character
    Adeacia Lightheart
    World
    Adamantoise
    Main Class
    White Mage Lv 90
    I'm not sure what I'd add actually. That skill you came up with, I'd just use it like I already use Cure III: On stack mechanics. Probably ignore it otherwise. The dash thing I wouldn't find useful because it would have the same issue as Rescue already does. The skill doesn't work if a player already can't move, the main time it would even have a use really.
    (1)

  3. #3
    Player
    WantlessYoYo's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    111
    Character
    Wantless Yoyo
    World
    Raiden
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Adeacia View Post
    I'm not sure what I'd add actually. That skill you came up with, I'd just use it like I already use Cure III: On stack mechanics. Probably ignore it otherwise. The dash thing I wouldn't find useful because it would have the same issue as Rescue already does. The skill doesn't work if a player already can't move, the main time it would even have a use really.
    1- The tresh lantern is clicked by and only the player who wants to be dragged, and if anything would be used as a movement mechanic, if want to be ignored that's fine

    2- In the most recent extreme, EX7, the Blackhole mechanic has a strategy that involves puting a player away to make it safer at the cost of this, unless rescued or in this case lantern, eat a laser than will kill him
    On the most recent final savage, P12S phase 2, rescue or in this case lantern, would be as useful and rescue is even mandatory as a safe strat

    Just because you don't see the potential on utility, could be used as a small cure III as you say, could be used as movement, could be used to reposition or throw it early so when a player goes to a position they can themselves without depending of a secondary player rescuing them, maybe even messing the timing, has to do them

    I like tresh lantern
    (2)

  4. #4
    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
    In my most recent Sage rework concept, I came up with an idea for Sage's level 100 capstone ability that I'm really fond of: Psykhomakhia

    This is a long cooldown ability that, when pressed, does two things: first it summons a replica of you (visually, they would look like a cyan hologram of you) that begins channeling a laser attack. At the same time, it applies an anti-barrier to your Kardia target. The anti-barrier is a mechanic that eats a certain amount of healing that you specifically deliver to your Kardia target. If the barrier, for example, is worth 5000 HP, and you heal the tank for 10000 HP, the anti-barrier will eat half your healing, and only 5000 HP will be restored to the tank. The anti-barrier's value is based on your max HP, not your Kardia target's, which ensures the value is consistent with your ilevel. It also applies 4 stacks of a buff on your Kardia that, when one anti-barrier is consumed, another replaces it. So 5 anti-barriers to heal through in total.

    Now, while this sounds like a negative thing, every time you fully heal one of the anti-barriers, two things happen: You Kardia target instantly recovers 20% of their missing HP (the difference between their current HP and maximum HP) and your replica gains 1 stack of their own buff.

    After the duration of this skill ends, or when you have fully healed all 5 anti-barriers, your replica fires a laser attack that works like Flamethrower and deals constant damage each second to enemies in the path of the laser. This laser lasts for 1 second plus 1 additional second for every buff stack your replica received from you clearing your Kardia target's anti-barriers, ultimately capping a 6 seconds of damage every second.
    (2)

  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Flood for White Mage.

    Create a 5L x 20W AoE zone that travels forward 5y every 3 seconds for 12 seconds, dealing X damage to enemies within the zone on each tick. Flood gains more potency on each subsequent jump.
    (0)

  6. #6
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Some of my fanfic additions for each healer job would be:

    -Bravery, Protect, Stoneskin from Bozja/Lost Actions added to role skills

    White Mage
    Miracle of Nature - Not a very inventive start but I think it’d be hilarious if we could turn big scary monsters into adorable little imps lol. Game-breaking, but hilarious.
    Great Gospel - Aerith is totally a White Mage, right? It’d be really cool if you could make the entire party invincible - what could go wrong? I guess realistically it could be a wide range aoe heal that also grants mitigation lol

    Scholar
    A single target crit buff - as an Aetherflow spender, spreads with Deployment
    Damage increase on Adloquium as an additional effect.
    A shield spell - grants the shield without restoring additional HP, when broken deals a load of damage to enemies around target.
    A Libra spell that increases damage taken (not Chain lol). Spreadable? Yes!
    A debuff spell. Miasmalysis? - Reduces damage dealt or slows or something. Also spreadable
    Selene revived and her fairy abilities revolve around extended/empowering buffs/debuffs on allies/enemies. Eos keeps healing/defensive abilities.

    Astrologian
    Sleeve Draw - but it gives you one use of every card in a cycle. Everybody gets a card!
    Celestial Stasis - literally stops time for target enemy. Big attack coming and you forgot mitigation? Nope! . You just wait right there, Demigod #426.

    Sage
    PvP Toxicon / Toxicon II interaction is kinda interesting
    Reverse Kardia - You put Kardia on the enemy and it hurts the enemy whenever you heal someone. The ultimate tool for any Sylphie!
    [Insert Greek Word] - A super laser beam spell that sucks up all the Addersgall and deals more damage depending on how much was consumed.
    [Insert Other Greek Word] - A shield that deals damage to the enemy when struck like Ifrit-Egi’s Radiant Shield. I used basically the same idea with SCH but it’d fit just as well on SGE lol


    Note; adjustment may affect balance. Somewhat. Lol
    (0)

  7. #7
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,507
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I'd design 2 types of support actions exclusively for healers: An action that cleanses a stack of Vulnerability or Damage Down, and an action that cleanses brink of death.

    OGCDs, but I'm not sure how much of a recast time those could have to be well balanced.
    (5)

  8. #8
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Ability A) A way to give MP to your co-healer. Maybe transfer some of your MP to your co-healer.
    Ability B) Make our Dot AOE dot again! (not a new skill, more of a change of the current one)
    (0)
    SCH/AST/DNC/VPR/SMN

  9. #9
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Zeastria View Post
    Ability A) A way to give MP to your co-healer. Maybe transfer some of your MP to your co-healer.
    I miss Mana Shift, was always nice being able to toss a portion of my MP to a recently raised healer.
    (6)

  10. #10
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,923
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Glare 5.7, cast time is 2.5 because old white mage with long cast times was based it was the "BLM" of healers... That with lillies no longer being a dps loss and i might actually be a white mage enjoyer.
    (2)

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