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Thread: CNJ Y'shtola

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  1. #1
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    895
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100

    CNJ Y'shtola

    So mostly out of curiosity I just checked what all Y'shtola has in 6.x dungeons when healing. The numbers are specifically from a run of the Lunar Subterrene. They're all prefixed with "Scion's" (in JP at least) so they're technically not the same spell as WHM's.

    For attacks:
    Stone, StoneIV, Water, WaterIV, Aero, AeroIV, Holy, and Flare

    For healing:
    CureII, Medica, MedicaII, maybe Raise but not for you

    She casts Stone, Aero, and Water the most frequently, which are all weaker single-target damaging spells with no other effect, each doing roughly 4k damage. Their cast time is really short, about 1s. Stone and Aero use the same cast/release animations as the player's, while Water uses Esuna's.

    AeroIV and WaterIV are casted a little less often, and are aoes that seem to do around 23k damage in total, split evenly across all enemies in range if there's more than one.
    StoneIV's also casted about as often but seems to be single target only, doing the same amount. StoneIV's animation is the same as WHM's, while AeroIV uses AeroIII's and WaterIV uses the BLM casting animation. They seem to have longer cast times than their lv1 counterparts.

    Flare and Holy are her strongest spells, doing around 38k, and are also aoes split the same way as AeroIV and WaterIV. She doesn't cast them often, but usually casts them back-to-back when she does. They're both targeted, with Holy using WHM's animation and Flare using BLM's.

    CureII, Medica, MedicaII work the same way as the player's spells.

    As far as I could tell there doesn't seem to be anything limiting her from casting certain attacks multiple times, so I'd guess they're selected through an RNG table or something along that line.

    While she does have the visual variety she really has just 4 kinds of GCD attacks and 3 heals. I do think it's kinda noteworthy that lv90 dungeons are healable with just those 3 spells, though.
    (1)

  2. #2
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    854
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    no NPC can use raise sadly (but in duty find they do of one dies fuck logic) but ya raise is technically seen as necromancy a feet that no NPC does!

    But again this have to go with the lore in the story about aether and the uniqueness of the WoL even in the black mage and before they will always say that you use forbidden spells.

    raise is one flare is one and the solo version also is! But again it goes in the aether theory that I still think make the most sense x) if you wanna know more please tell me!


    But I am sad we don't get some of those spell not gonna lie
    (0)

  3. #3
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    895
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nero-Voidstails View Post
    But I am sad we don't get some of those spell not gonna lie
    That's the thing, all but WaterIV and Flare used to be spells WHM had. Stone~StoneIV, and Aero get swapped out for Glare and Dia, while Fluid Aura (Water) and Aero III (Aero IV) were removed outright.
    (0)

  4. #4
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    WHM without glare? sign me up
    (2)

  5. #5
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,161
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Maybe could do a Pictomancer style combo that goes like Stone - Water - Glare? Aero III could just be an AoE DoT. Maybe make Glare IV procs stack after each finished combo like Paladin’s Atonement combo (think that’s the MP restore one lol).
    Doesn’t change fundamentals really but it’d at least give it some more ‘flair’ or something to build on.

    As an aside for the thing about trusts only needing 3 skills to heal, I think they mainly get away with because they have super inflated potencies on their spells to compensate for not being able to weave heals etc like a standard player would. Like, if they made the trust healing spells the same potency as ours they’d just constantly wipe the party lol. I think lol.

    Though I don’t doubt that a lot of mechanics that could’ve been interesting for healers to deal with were probably shelved for not being compatible with trusts
    (0)

  6. #6
    Player
    Kimmay's Avatar
    Join Date
    Jul 2017
    Posts
    36
    Character
    Kimora Stryder
    World
    Brynhildr
    Main Class
    Astrologian Lv 100
    Y'shtola acts like a 1.0 Cnj, and with the exception of Holy, all of those spells were Cnj spells. She makes a lot more sense when you know she is what Cnj used to be, before it became a class that evolved into Whm.
    (0)

  7. #7
    Player
    RyuuZero's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    465
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100
    the thing that annoys me about Trust Y'shtola is that you can unlock her Healer Glamour.. but you can't run Dungeons with her as a Healer.. and when you do she wears her Shadowbringers Glamour :/
    (0)