The more I think about it, the more I'd love for a healer to actually be based on carrier + rider spell combinations.
This job has in effect only three spells, that's it:
* A 3,5s casting spell that has a very strong effect.
* A 1,5s casting spell with a moderate effect.
* A delayed instant that happens 1,5s after you press the button, with a weak effect.
These are the only spells the char has. If used on a friendly target, it'll always be a heal, on an enemy it'll be a damage spell.
Then there's the riders. These are split into primary and secondary riders. Note that due to the way the riders cycle their shorter GCD, the 1,5s spell and the instant can only have one, while the long-casting spell can have two but you can only press each rider once, then it greys out. You can't double-press the same rider into the long-casting spell. You use these while the spell is casting, and for the instant, while it's animation is cycling for 1,5s before the effect hits.
Primary riders are:
* Dispersion: Reduces output but causes it to reach every same-type (friendly/enemy) target in a certain radius around the main target.
* Inversion: Reduces output greatly but causes it to hit the other type of target in the same radius as Dispersion around the main target - but for the opposite base effect.
* Piercing: Reduces output (say, less than Dispersion) but hits everyone in a line from you through the main target to a certain distance out.
* Chaining: Redduces output like Inversion but it intelligently chains to two same-type targets from the main one, preferring low-health targets within jumping distance.
Secondary riders are:
* Lasting: Effect is 3x as strong but happens over 30s. DoT / HoT, basically.
* Sapping: If hitting an enemy, drains health to you. If hitting a friendly target, gives them a 1-shot buff that on their next instance of damage they deal, they drain a fixed amount of health back from it.
* Shielding: If hitting an enemy, places a debuff for X seconds (base ability!) that makes that enemy deal Y% less damage (again, base ability) against friendly targets you used this on in the last 60 seconds. So you can do big but short lasting mitigation by using a 3,5s casting Piercing Shielding hit on your team, then an instant Shielding one on the enemy.
* Etc...
Ideally there are only a small portion of target/reach/type selections (the "primary" riders) and an expanding selection of effect/interaction selections (the "secondary" riders). But all the same, just 3 base buttons.
The big thing here would be that this job has in a way exactly as many damage as healing buttons. And vice versa, of course. And also as many damage types/options as it has healing options. And vice versa.


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