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  1. #11
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
    Posts
    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    WHM:
    change dia/glare back to aero/stone, leave the light magic stuff to holy and glare4(but call is banish).
    Change aero from a dot to a spell that does stone levels of damage and grants you a 10% haste buff and higher MP cost
    Add Water as a short cooldown GCD attack. All GCD actions lower the cooldown of Water by a small amount, but healing spells lower the cooldown by 2~3 times as much.
    Put a spike effect on Regen.

    SCH:
    Add miasma back as a separate 42s dot.
    Broil now burns off 3s of bio/miasma each time its cast for bonus damage equal to a tick (massively speeding up how fast the dots tick if you
    Energy Drain now extends bio/miasma each by 3 seconds in addition to the upfront damage

    AST:
    add a separate draw/deck from the current one with a 20s cooldown that doesn't have stacks. randomly gives you either a direct damage attack, a spike effect buff, a %damage buff, or an effect that gives the target a small amount of MP while increasing the damage the final tick of all your active combust dots deal by a large amount

    SGE:
    increase the damage from toxicon to roughly 130% of a dosis.
    Give dosis a 35% proc rate to give a stack of Addersting, and a separate 35% proc to lower the coolodown of phlegma by 10s.
    Change eukrasia dosis from a dot to an attack that deal dosis levels of damage and gives an effect that grants 6 stacks of a large damage potency boost to GCD spells
    (0)
    Last edited by Icecylee; 06-25-2024 at 05:19 AM.

  2. #12
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,071
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    WHM: Brought this up before but return Stone/Aero element spells as the regular attacks. Return Stone's cast time to 2.5s, and instead give it Water, which has the same potency but is instant cast and is on like a 15s CD. Make Stone have a low chance to proc Freecure. Freecure works on any non-lily healing GCD (not counting Raise) and also makes it instant cast. If freecure is spent, the next Stone will upgrade to Banish/Glare with at least double the potency of Stone.

    SCH: Return Miasma, Bane, Shadowflare, Fester. As someone who's been in a savage PF with a SCH insisting on opening with 6 Energy Drains and blaming their cohealer for wiping to the opening raidwides I would prefer Shadowflare/Fester use a separate resource from aetherflow though. The UI also needs improvements to make tracking DoTs easier.

    AST: Dualcast malefic (2GCDs unlike in pvp where it's 1GCD+oGCD) for more weave windows and mobility. That and some way to tame the RNG on Minor Arcana would've probably been enough to make EW's system likeable for me.

    SGE: E. Dosis shortened to 15s but subsequent uses extends the dot by 15s, up to 30s. E. Dosis puts a barrier on the Kardion target instead of healing, and said barrier has a chance to grant an Addersting when absorbed. If an Addersting is granted through E. Diagnosis/Prognosis, give the Sage a buff that lets you follow up your next Toxicon with Psyche, where Psyche is a GCD with double Dosis' potency.
    (0)

  3. #13
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,294
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    WHM
    Each time you cast a spell you gain stacking buff -- let's call it Natural Stasis, and when you reach 3 stacks it turns into a buff -- we'll call it Tranquil Heart that lets you cast any spell instantly. Tranquil hearts can also stack up to 3 times. WHM gets 3 new cleaving damage spells, Gale, Flood, and Quake, they all have long enough cast times to where you don't want to be hard casting them so you want to be using your Tranquil Hearts to instantly cast them. Using gale grants a personal movement speed buff, lowers the cool down on the new dash, and grants a buff that turns Cure III into Assize, still an oGCD that deals damage, and heals. Using Flood heavies, and slows most enemies, and grants a buff that turns Cure III into Cure IV, an instant damage, and healing GCD. Using Quake will transform it into its follow up After Shock, and will grant a buff that turns Cure III into Stoneskin which is an oGCD that is just partywide barrier health.

    SCH
    Super buff Recitation, and Deployment Tactics by dramatically lowering their cool downs, and giving them multiple charges. Recitation can now transform Biolysis into a second DOT that stacks with Biolysis. Deployment Tactics can no spread more buffs that are on allies, and more debuffs that are on enemies including Chain Stratagem, and both DOTs. Give SCH Summon Statice every minute or so as a DPS fairy.

    AST
    Give AST two new abilities, Double Cast, and Timely Cast with multiple charges. Double Cast transforms into, and lets you, use, your most recently GCD spell as an oGCD. Timely cast gives you a buff that will copy, and store your next spell to be used later as an oGCD. Each tick of damage from Combust III now has a 50% chance to grant a stack of Stardust, at 3 stacks they turn into a buff that turns Helios into Nova, an instant spell that deals damage, and AOE heals.

    SGE
    Rework Toxicon. It now just has a cool down with charges. When a Eukrasian barrier breaks, it grants a stack of Adders Sting which buffs the potency of Toxicon. Rework Soteria so that it is basically Hypercharge for SGE where you can spam an instant 1.5 second recast time spell, and let 60 seconds be the default cool down time.
    (0)
    Last edited by mallleable; 06-24-2024 at 11:31 AM. Reason: forgot Timely Cast

  4. #14
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    For SGE I would make Toxicon a DPS gain and continue working as is but also give the job a frequent source of OGCD shielding ala Divine Benison (Which I feel like WHM never even needed in the first place) that can trigger it.
    (0)

  5. #15
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Speaking only for SCH.
    • Ruin's potency is as strong as a dot tick. The idea is that if you really have nothing else to do, then do this.
    • 2-4 DoTs. The idea of having to maintain dots is that you have all the time in the world to fit in GCD healing.
    • Removing clunky mechanics like Summon Seraph, and Aetherpact replacing those with... Rouse. While we can still summon, it is not our primary focus so by having access to a single summon ability is more than enough. Just flesh out the kit of the pet.
    • While on the topic of pets, pet management needs a comeback. Allowing the fairy to take damage and accumulate enmity, all while having the tools for sustain and pet positioning will be another mechanic that can keep us busy.

    Bonus points if they will allow us to control 2 pets at the same time: Carbuncle for offensive purposes, might even forego some of the dots mentioned above to accomodate for this, and the default fairy.
    (0)

  6. #16
    Player
    SeriousPan's Avatar
    Join Date
    May 2019
    Posts
    208
    Character
    Lugubrious Pan
    World
    Cerberus
    Main Class
    Black Mage Lv 100
    Reading this thread it occured to me that FFXIV has no 'channeled' spells except for something like Flamethrower. I wonder if such spells could find a home in the Healer spellsets? They do lack in the interactivity department but it does seem like an avenue not explored much in XIV... that or they got removed and I've forgotten amongst all the reworks. lol
    (0)

  7. #17
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by SeriousPan View Post
    Reading this thread it occured to me that FFXIV has no 'channeled' spells except for something like Flamethrower. I wonder if such spells could find a home in the Healer spellsets? They do lack in the interactivity department but it does seem like an avenue not explored much in XIV... that or they got removed and I've forgotten amongst all the reworks. lol
    Channeled spells could be good to reintroduce for aoe situations but in trials and raids the game barely accommodates casting currently so unless the movement cools off in the next couple of Expansions channelling won't be very viable.
    (2)

  8. #18
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    903
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    I would say this for sage then should add the DPS more on each type of shield break would've interesting and value shielding alors more and have one for when you trigger Pepsi(I know it's Pepsis but ya haha xx))


    whm should add a DPS on aquaveil when it expire or like a small aoe damage like the vengeance of warrior but weaker when you use the shield it can give you a stack of water that is insta cast but aoe like a 200 with a little damage over time.


    astro will be a bit more tricky but I would add more infliction or like a debuff like the machinist mine thingy.


    sch would more Dot's but when a fairy skill is used you could change broil for a better version for a use like ruin 4 on smn or when the fairy use her Regen link you could gain insta cast with aoe dots and more aoe damage
    (0)

  9. #19
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Ramiee View Post
    Channeled spells could be good to reintroduce for aoe situations but in trials and raids the game barely accommodates casting currently so unless the movement cools off in the next couple of Expansions channelling won't be very viable.
    The combat design lacks any depth and nuances, so designing for it is rather difficult if things that dont go against the design are rather limited.
    Imagine we would get proper support buffs, debuffs and statuseffects outside of a short burst window.
    (0)

  10. #20
    Player
    Darkmoonrise's Avatar
    Join Date
    Sep 2017
    Posts
    131
    Character
    Darkmoonrise Valky
    World
    Moogle
    Main Class
    Sage Lv 90
    I would make healers healer again. Let me explain. Note : I do savage and extremes, no fatal.

    The problem I have with the current healer design is as follow. A correctly played healer is basically, 1 DPS gcd spammed (+ dot) and ogcd heals. Why? Because ogcd are way too powerful. But keep in mind that healing should accessible to brain dead player that don't know what they're doing.

    What I suggest is to invert the logic. Every healer will have a base kit of ~5 gcd heals to keep tank and party alive. As for potency, this base should be able to keep everybody alive. To sustain this base kit, there should be a DPS rotation that will buff those skills. A simple 1-2-3 or something apporaching, nothing too complexe. But doing this rotation will buff the base kit and allow to have the same heal output but with added DPS.

    To help a little bit the healing, or when high heal output is needed during encounter, I would add 2-4 ogcd heals (single and aoe) with fairly long cds.

    For the DPS part, there is the base 1-2-3 gcd dps rotation. All other dammage should be ogcd with a fairly short cd (around 20-30 sec) and any ressource stacking mechanism (aka lillies, aether flow, etc..). Could add charges to them so if you want to unleash everything during burst, you can. So you weave ogcd DPS within gcd heals. That's the main idea "gcd heals, ogcd DPS"

    This solution would solve the brain dead vs optimized player.
    you want brain dead game play, you get brain dead rotation 100% of the time, no standing around doing nothing.
    you want engaging play, you get : gcd DPS rotation -> gcd heals and you weave ocgd DPS in there for more fun.


    Of course every healer would come with its own flavour. Here are some ideas:

    WHM :
    You're the pure heal. Shield and hot? Don't knwo those words. You're the healer version of the black mage : you cast powerfull heals standing still.
    • a rotation of 2 gcd heal (h1..2), h1 buffs h2
    • a rotation of 2 gcd aoe heal (H1..H2), H1 buffs H2
    • a rotation of 3 gcd DPS (d1..3), rotation buffs h1
    • a rotation of 2 gcd aoe DPS (D1..2), rotation buffs h1
    • Your ogcd heals are pure healing burst.
    • Your ogcd dps are pure dps burst and 1 dot.
    • Your party utilies are stuns, interrupt and slow.

    Typical rotation is (d1 d2 d3 h1 h2).
    Typical aoe rotation is (D1 D2 h1 h2)
    Brain dead rotation is (h1 h2)





    SCH :
    You're the hot guy You apply shield and strong hots to refill health. More over, you're a mobile and short range healer (after all your class was born in the middle of the battle field to help your comarad on the front), your gcd are instant. Counter part your range is shorter than usual (but not melee) but you have the fairy to help on deported heals.
    • 1 weak direct heal (h)
    • 2 short hot (hot1..2), hot1 buffs hot2, rotation buffs d1
    • 1 shield (S), buffs hot1
    • 1 aoe hot
    • 3 dps rotation (d1..3), rotation buffs S
    • 1 aoe dot (Dot)
    • Ogcd heals are deported hots and shield, through the fairy.
    • Ogcd dps are 2 dots buffing each other and pure dps burst.
    • Party utilities are mobility : combat sprint, nullifying gcd on ally and a second stack of rescue.

    Typical rotation is (d1 d2 d3 S hot1 hot2)
    Typical aoe rotation is (D S hot)
    Brain dead rotation is (S h)





    AST :
    You're the shield guy. You do weak direct heal and apply strong shield. But you're also a buffer with your card.
    • 1 weak heal (h) buffs d1
    • 2 strong shields (s1..2), s1 buffs s2 and s2 buffs h
    • 1 aoe heal (H)
    • 1 aoe shield (S), buffs H
    • 2 gcd dps rotation (d1..2), buffs h
    • 2 aoe dps (D1..D2), buffs h
    • Ogcd heals are retarded direct heal, like heartly start, and shields. And you're the one reading the future, excog should be yours.
    • Ogcd dps are direct DPS and 1 dot.
    • Party utilies are cards : can be single target mitigation or dps buff

    Typical rotation is (s1 s2 d1 d2 h)
    Typical aoe rotation is (s1 s2 D1 D2 h)
    Brain dead rotation is (s1 s2 h)




    SGE :
    You're the dps heal, you heal through leech. You're the melee heal : all your gcd are instant but your dps is melee range (no positionnal). Counter part your heals have longer range.
    • 1 weak direct heal (h)
    • 1 weak aoe heal (H)
    • 1 weak aoe hot (Hot)
    • 4 dps leech rotation (d1..d4) each skill increase in leech power. Buffs h.
    • 3 aoe dps leech rotation (D1..3) each skill increase in leech power. Buffs h a lot.
    • Modifier that change the leech from single target to player centered aoe heals.
    • Ogcd heals are leech buffing and hots.
    • Ogcd DPS are pure DPS (that leech as well) and 1 dot.
    • Party utilities are enemy debuffs : dammage output down, dammage input up.

    Typical rotation is (d1 d2 d3 d4 h)
    Typical aoe rotation is (D1 D2 D3 h)
    Brain dead rotation is (h)
    (0)

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