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  1. #1
    Player
    Iedarus's Avatar
    Join Date
    Aug 2021
    Posts
    365
    Character
    Iedarus Meridus
    World
    Midgardsormr
    Main Class
    Scholar Lv 100

    Let's go nuts: WHM Rework

    At this point, I'm so bored I idgaf about balance anymore so let's just see what happens when we cut loose and go for job fantasy (while maybe trying to be a little balanced, of course).

    General idea: WHM will have a lite gameplay loop of BLM, but will cycle between earth for damage and water for MP regen. Aero/Tornado will come back as well for the thundercloud mechanic.

    Damage abilities:

    Stone: Deal earth damage with a potency of x to target. Cast time 2.5 seconds.
    Quake: Deal earth damage with a potency of x to target and all enemies nearby it. Cast time 2.5 seconds.
    Water: Deal water damage with a potency of x to target. Replenish x MP on hit. Cast time 2.5 seconds.
    Flood: Deal water damage with a potency of x to target and all enemies nearby it. Replenish x MP on hit. Cast time 2.5 seconds.
    Tornado: Deal wind damage with a potency of x to target and inflict damage over time with a potency of x over x seconds. Cast time 1.5 seconds
    Cyclone: Deal wind damage with a potency of x to target and all enemies nearby it and inflict damage over time with a potency of x over x seconds. Cast time 1.5 seconds
    Afflatus Misery: Deal unaspected damage with a potency of (potency of four Stones) to target and 50% less for remaining enemies, nearby.
    Holy: Deal unaspected damage with a potency of x to target and x% less for remaining enemies, nearby. Requires Pure Light. Cast time 2.5 seconds.

    New damage traits:

    Raging Winds: Grant x% chance per tick of Tornado or x% chance per tick of Cyclone that the next Tornado or Cyclone will be instant cast, cost no MP, and do all of its damage instantaneously

    Healing abilities:

    Cure II: Heal target ally for 1000 potency. Grant a regeneration effect on target for x potency for x seconds. Cast time 2.5 seconds.
    Afflatus Solace: Heal target ally for 1000 potency. Grant a regeneration effect on target for x potency for x seconds. Costs 1 Lily
    Medica II: Heal allies for 600 potency. Grant a regeneration effect for x potency. Cast time 2.5 seconds.
    Afflatus Rapture: Heal allies for 600 potency. Grant a regeneration effect for x potency. Costs 1 Lily
    Afflatus Benison: Grant target shield equal to heal of x potency and reduce damage taken by 10%. Breaking the shield grants a regeneration effect for x potency. Costs 1 Lily
    Afflatus Asylum: Grant self and nearby allies shield equal to heal of x potency and reduce damage taken by 10%. Breaking the shield grants a regeneration effect for x potency. Costs 1 Lily

    New healing traits:
    Cure Mastery: Upgrades Cure to Cure II.
    Medica Mastery: Upgrades Medica to Medica II.
    Regeneration Mastery: Casting a healing spell that would overwrite its own existing regeneration effect causes the previous regeneration effect to heal for the remaining ticks, instantaneously, while applying the new regen.

    Utility abilities:

    Ley Lines: Create a circle of power on the ground that reduces cast time, recast time, and autoattack delay by 15%.
    Presence of Mind: The next three spells have no cast time. 2 Charges.
    Return: Teleport back to Ley Line.
    Afflatus Sacrifice: Expend a lily to replenish 10000 MP to self.

    Utility Traits:

    Caretaker of The Sapling: Gain a new gauge called the Sapling Gauge. This gauge will nourish the sapling to grow into a tree. The gauge fills for every tick of damage from Tornado by x or Cyclone by x per enemy. It also fills through every cast of Stone/Water by x or Quake/Flood by x per enemy. Once the gauge fills, the tree becomes fully grown and grants Pure Light.
    Pure Light: Grants access to Holy.

    Overall rationale: Essentially this is a brief showcase of my vision for WHM which is being the BLM of the healers. Sage being the "DPS healer" only stifles job creativity. It can be the GNB or Dancer of healers. As for the Afflatus Sacrifice, my idea was to give WHM the ability to decide to be high risk by using a lily to eek out more damage from Stone while building Misery at the cost of putting their team in danger (let's just pretend self sustain isn't bonkers busted, right now >.>). Removing some oGCD healing may be required in order to really cement it, but I couldn't decide if that would be a good idea or not. This also gives WHM a real, interactive MP economy while not being too complex in DPS so they can also pay attention to their party.

    I want WHM to basically be summed up as:

    BIG FUCKING HEALS
    and
    BIG FUCKING DEEPS

    Because, let's be real, WHM has been bottom of the barrel for so long, it makes sense for its raw potencies to be giga buffed so it can compete with AST.
    (1)
    Last edited by Iedarus; 06-14-2024 at 06:47 AM.
    Quote Originally Posted by Iedarus View Post
    Was this what Yoshi P wanted for people like me? Did he assume we were too foolish to take any semblance of complexity? How could such an allegedly open developer act so dismissive towards his own players? The flavor of the jobs I loved so much throughout the franchise were mere husks of themselves. What was once a magical world peeled away to reveal a sterile room of four walls. No imagination, no challenge, only accessibility for the sake of it. I didn't feel welcomed, I felt betrayed.
    I'll give healer a try up until level 100. If I do not like it, I'm off the role, entirely.