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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100

    White mage a Mage first, Healer second

    I have been thinking of designing the white mage but in a way that how I imagined the job could look like..
    Personally WHM is best healer to me because how the idea of a nature elemental mage

    So I imagined WHM as a mage first.. healer second.. burst healing and burst DPS.
    I was always hating the idea of pure healer and shield healer and I think all healers should have both options in their kit.. the separation is unneeded.

    WHM will have 3 main DPS GCD that can trigger GCD Healing.. transforming their kit based on last GCD element they have used..

    Main Kit:

    Stone V (GCD) (2.5s):

    Deals unaspected 350 Potency.
    (Can be casted without target it will deal nothing but it will change the element of other spells)
    effect: Next healing spell like Afflatus Solace, Afflatus Rapture, Cure1, Cure2, Cure3, Medica1, Medica2, Asylum, Regen will have extra effect with 16% Mitigation.
    Water V (GCD) (2.5s):

    Deals unaspected 350 Potency.
    (Can be casted without target it will deal nothing but it will change the element of other spells)
    effect: Next healing spell like Afflatus Solace, Afflatus Rapture, Cure1, Cure2, Cure3, Medica1, Medica2, Asylum, Regen will have extra effect with 400P Regen in 9 seconds.
    Aero V (GCD) (2.5s):

    Deals unaspected 350 Potency.
    (Can be casted without target it will deal nothing but it will change the element of other spells)
    effect: Next healing spell like Afflatus Solace, Afflatus Rapture, Cure1, Cure2, Cure3, Medica1, Medica2, Asylum, Regen will have extra effect with 300P Shield.
    (Potencies are not accurate it is just an example)
    (Numbers can be adjusted if it is AOE healing)

    Afflatus Solace, Afflatus Rapture, Cure1, Cure2, Cure3, Medica1, Medica2, Asylum, Regen
    will stack last 2 effects.
    First effect of the element will take the full potency or percentage..
    second effect of the element will take 50% potency or percentage.

    for example:
    If in someone rotation did this:
    Water V -> Stone V -> Afflatus Solace

    Afflatus Solace will have extra effect of 2 elements
    Water: 400P regen in 9s, Stone: 8% mitigation.

    Removing:
    Divine Benison, Aquaveil, Dia

    Temperance (60s) (Buff):
    Increases healing magic potency by 10%, while reducing damage taken by self and all party members within a radius of 50 yalms by 10%.
    Duration: 20s
    Additional Effect: Grants Divine Grace
    Additional Effect:
    Change Aero V and Water V to Glare V.
    Stone V cannot be used. (because it will be passive effect to full party)
    Grant 1 free stack of Afflatus Misery

    Duration: 30s
    Glare V (Shield) (I didn't find a good name yet) (2.5) (GCD):
    Deals unaspected 400 Potency.
    effect: Next healing spell like Afflatus Solace, Afflatus Rapture, Cure1, Cure2, Cure3, Medica1, Medica2, Asylum, Regen will have extra effect with 500P Shield.
    Glare V (Regen) (I didn't find a good name yet) (2.5) (GCD):
    Deals unaspected 400 Potency.
    effect: Next healing spell like Afflatus Solace, Afflatus Rapture, Cure1, Cure2, Cure3, Medica1, Medica2, Asylum, Regen will have extra effect with 700P Regen in 9 seconds.
    Afflatus Misery:
    Deals unaspected damage to target and all enemies nearby it with a potency of 1,320 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed when the Blood Lily is in full bloom.
    Additional Effect: Afflatus Misery will stack party-wide last 2 element effects .
    First effect of the element will take the full potency or percentage..
    second effect of the element will take 50% potency or percentage.

    other spells will be the same.

    Note numbers are not accurate it is just to give an idea of kit nothing else.
    (1)
    Last edited by Tunda; 09-08-2024 at 02:51 AM.

  2. #2
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    I mean, as much as the idea behind aspecting your spells and afflatus with wind water earth and light to gain different effect is cool and stuff, ignoring number which are beyond broken.

    There's one big caviat but at the same time would it really be one with such an OP toolkit...

    In order to have a properly enhanced gcd, most likely an afflatus spell, you need to do 2 damaging gcd which, cleverly enough, you wrote can be cast without a target.
    So you can't really throw more than 1 afflatus spell in a row without suffering a huge healing loss. But I guess that would be the price to pay?

    However, on a more realistic note, SE removed the stance on AST which already has "aspectable" spells. And even back then we weren't allow to swap stance in combat...

    What makes you believe that if they turned a 2 nonswappable-stances job into a no stance job, they'd make a 0 stance job into a 4-swappable-stance job?

    Beside this yeah I mean it's kinda cool.
    (1)

  3. #3
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Sylvain View Post
    I mean, as much as the idea behind aspecting your spells and afflatus with wind water earth and light to gain different effect is cool and stuff, ignoring number which are beyond broken.

    There's one big caviat but at the same time would it really be one with such an OP toolkit...

    In order to have a properly enhanced gcd, most likely an afflatus spell, you need to do 2 damaging gcd which, cleverly enough, you wrote can be cast without a target.
    So you can't really throw more than 1 afflatus spell in a row without suffering a huge healing loss. But I guess that would be the price to pay?

    However, on a more realistic note, SE removed the stance on AST which already has "aspectable" spells. And even back then we weren't allow to swap stance in combat...

    What makes you believe that if they turned a 2 nonswappable-stances job into a no stance job, they'd make a 0 stance job into a 4-swappable-stance job?

    Beside this yeah I mean it's kinda cool.
    That's why people want old astrologian back..

    But let me explain your concerns:

    The issue currently is the split between healing and shielding.. this idea shows it's colors with new sage and Scholar spells.

    I want to remove this idea and focus on creating different interaction with heals.. People like healing and shielding and both can be balance if all healers have the option.

    Affiliate can be caster without elements and it's healing will not be enhanced without elements.. but this is the price to pay to have burst healing playstyle.. you don't have to use spam heals unless it is necessary.

    Thanks for your comment
    (1)
    Last edited by BabyYoda; 09-09-2024 at 08:35 PM.

  4. #4
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Adding more point.. this WHM design is more like BLM in how you play it..

    Few oGCD and more burst GCD.. planning required to get the reward.
    (0)

  5. #5
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    854
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    first whm never was a DPS in older games but have so many support move making it better normally when have access to Dia spells and holy in some instances ultima I do think holy should go as a single target like back in the day and Dia goes aoe and whm should get protect shell and all the older spell could be interesting to see
    (0)

  6. #6
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,138
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Nero-Voidstails View Post
    first whm never was a DPS in older games but have so many support move making it better normally when have access to Dia spells and holy in some instances ultima I do think holy should go as a single target like back in the day and Dia goes aoe and whm should get protect shell and all the older spell could be interesting to see
    Mostly agree, I have no idea where the idea that ‘traditional ff white mages’ come from outside of some weird hang ups about it having Aero/ga in FF3 (even though if you wanted to use White Magic offensively you’d use a Sage lol). It’s also worth noting Ultima is only ever classified as White Magic in FF2.

    But yeah personally I’d rather see White Mages get the iconic spells it’s usually associated with like Protect/Shell, Bravery/Faith, Haste, Berserk, status effects like Silence or Break (it could be a stun lol), and not Black Magic like Flood / Quake lol. Tornado is White Magic but it’s also a status effect (sets HP to critical), not a damaging spell.
    (0)

  7. #7
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Lol.. the fact that people calling this rework as a DPS WHM is something I dont understand..

    I really didn't add any new abilities.. it is like glare but 3 versions of it they do as glare do but having additional effect..

    Instead of spamming glare you just mix elements to get additional effect
    (0)

  8. #8
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,138
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by BabyYoda View Post
    Lol.. the fact that people calling this rework as a DPS WHM is something I dont understand..

    I really didn't add any new abilities.. it is like glare but 3 versions of it they do as glare do but having additional effect..

    Instead of spamming glare you just mix elements to get additional effect
    I mean, personally I think what ffxiv has done with White Mage has created what’s essentially a ‘ffxiv specific WHM’ that’s not the same thing as ‘traditional ff White Mage’.

    A FFXIV WHM is a dps-heavy healer that utilised elemental and light magic to attack enemies and turns healing into dps.

    A traditional ff WHM is much more oriented around support, with various buffs, debuffs, status effects and generally very few offensive abilities except from outside sources (i.e subbing Black Magic or Summoning).

    Personally, I’d much rather they leaned towards the ‘traditional white mage’ concept than a ‘new ffxiv style WHM’. But then, that’s very clearly not what they’ve done lol.

    Basically in terms of FFXIV WHM all the suggestions for changes and dps spells make sense for how the game works. But as someone who’s always playing mainline FF games I just look at WHm and think ‘nooo that’s not right White Mages can’t use that spell that’s not how they’re supposed to beeeee!’ *Soyjack face* lol.
    (0)
    Last edited by Connor; 09-10-2024 at 01:54 AM.

  9. #9
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Connor View Post
    I mean, personally I think what ffxiv has done with White Mage has created what’s essentially a ‘ffxiv specific WHM’ that’s not the same thing as ‘traditional ff White Mage’.

    A FFXIV WHM is a dps-heavy healer that utilised elemental and light magic to attack enemies and turns healing into dps.

    A traditional ff WHM is much more oriented around support, with various buffs, debuffs, status effects and generally very few offensive abilities except from outside sources (i.e subbing Black Magic or Summoning).

    Personally, I’d much rather they leaned towards the ‘traditional white mage’ concept than a ‘new ffxiv style WHM’. But then, that’s very clearly not what they’ve done lol.

    Basically in terms of FFXIV WHM all the suggestions for changes and dps spells make sense for how the game works. But as someone who’s always playing mainline FF games I just look at WHm and think ‘nooo that’s not right White Mages can’t use that spell that’s not how they’re supposed to beeeee!’ *Soyjack face* lol.
    I respect your opinion, as it is hard to define what is true ‘traditional white mage’ is.. it is very subjective and I know that.

    For what I believe WHM is a Mage who uses elements to do their job same as black mage which also use element but in a different way.

    let's look at what BLM element characteristics:
    Blizzard: Restore own MP
    Fire: Big damage and consume MP.
    Thunder: Dot or could be fire amplifier.

    What I imagined WHM element characteristics:
    Stone: Mitigation.
    Water: Regen.
    Aero: Shield.

    since WHM already has heals water element could fit more into regen aspect.
    this is my perspective on elements in the game.. it give characteristics to mage job

    and regarding to debuff and buff.. how could this be unique with 2 other jobs have debuff and buff? it is a challenge to me as I see WHM as you ask can be perfect if it is in another FF game or it will be redundant of what we currently have.
    (0)

  10. #10
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    501
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    It would be neat if we embraced the prevailing tank design paradigm and gave us full on supports.
    (1)

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