Why you need more jobs that are all the same in a game that has no real mechanics, no group play, no game world and no real pvp? There are already more than enough button sequences (=jobs) to choose from.
Why you need more jobs that are all the same in a game that has no real mechanics, no group play, no game world and no real pvp? There are already more than enough button sequences (=jobs) to choose from.
I've made some changes based on feedback and some of my own thoughts post-posting. °˖✧◝(⁰▿⁰)◜✧˖°
Changes
- Emerald Seeds are now a stack the user carries. All skills that use Emerald Seeds have been altered to facilitate this.
- At level 50, Green Mages start new instances with 50 Green Mana
- At level 74, the Green Mana Gauge can hold up to 100 Green Mana and the user now starts with 100 Mana when entering a new instance
- Faith of the Green, Bravery of the Green, and Poison of the Green are now placeable effects.
- Faith of the Green, Bravery of the Green, and Wrath of the Green now cost 50 Green Mana to cast. Additionally, Faith of the Green and Bravery of the Green now affect party members with in 50-yalms
- Bravery of the Green now increases Physical Damage the party does by 10% and increases Direct Hit Rate and Damage by 5%.
- Poison of the Green now affects enemies within 30-yalms
- Ardor of the Green now costs 30 Green Mana and now damages all enemies within 8-yalms of its target, 500 for the first, 50% less for the remaining (at max level). Additionally, it now has a 2.5 second cooldown.
- Focus of the Green now has a 60 second cooldown and grants the user an Embrace of the Green stack (still max of 1).
- Fleeting Familiar now only affects the caster for 21 seconds, granting them a familiar that damages any target they use a damaging spell on and all enemies within 5-yalms of them (200 for the first, 50% for the remaining)
- Dell of the Dreamer can now only be used while Faith of the Green, Bravery of the Green, or Poison of the Green is activated. All enemies within that “...of the Green” spell’s effect area now receive damage over 21 seconds (100) and damage dealt to them increases by 5%. Additionally, it now has a 120 second cooldown.
- Treant Skin no longer grants Green Mana
- At level 72, Enhanced Treant Skin now additionally decreases damage the caster receives by 10% for 15 seconds.
- Mirage Spores no longer grants Emerald Seeds
Thoughts on/behind some of the changes
- While planting Emerald Seeds on enemies felt more thematic, I feel having them as stacks the player carry will be more user and system friendly.
- To replace that feeling of planting, I changed Faith of the Green, Bravery of the Green, and Poison of the Green to be placeable area-of-effects and turned Dell of the Dreamer into support for them.
Last edited by Mimilu; 05-01-2025 at 03:07 AM.
Nice work, was a fun read. I agree that a lot of the ideas here could equally apply to a WHM design, but SE seems to be quite allergic to Healers having depth in their damage rotation, so a Caster would be the most likely place for such ideas to be implemented.
One issue I'd foresee is the detonation potency of actions like Verdant Shell. If it does damage, it's going to be used for damage, instead of its primary purpose of mitigation. Unless the detonation spell is a GCD, but then it's a DPS loss compared to the filler spells, so it's a fine line to try and tread
Last edited by ForsakenRoe; 05-01-2025 at 04:31 AM.
It's funny you say that because my catalyst for starting this job design was a write-up about the crack-ideas I would do to differentiate each healers' DPS rotation, then I scraped that and was going to use my idea for WHM for Green Mage. Some of the original ideas for Healer!Green Mage's DPS is still here.Nice work, was a fun read. I agree that a lot of the ideas here could equally apply to a WHM design, but SE seems to be quite allergic to Healers having depth in their damage rotation, so a Caster would be the most likely place for such ideas to be implemented.
One issue I'd foresee is the detonation potency of actions like Verdant Shell. If it does damage, it's going to be used for damage, instead of its primary purpose of mitigation. Unless the detonation spell is a GCD, but then it's a DPS loss compared to the filler spells, so it's a fine line to try and tread
Essentially, my WHM idea was:
- Make the generic fillers the elemental spells (Stone and Aero, with Water being the new AoE spell)
- Make the burst spells 3-part combos (Stone/Water I > II > III)
- Get a stack each step of the combos (max of 3)
- 3 stack upgrade your elemental spells (Stone to Quake, Aero to Tornado, and Water to Flood)
- Whenever you cast an upgraded elemental spell or an Afflatus spell, you get a different kind of stack (max of 3)
- Bring back Cleric Stance, which will turn your Elemental Spells to Light spells at the cost of the different stack (Stone to Glare, Aero to Dia, and Water to Holy)
Some more changes I've made:
- Potential Opener added
- Faith, Bravery, and Poison of the Green now have an effect time of 24 seconds.
- Fleeting Familiar no longer has an effect time, instead having the Sprite attacking the target of the user’s next 7 targeting, damaging spells, damaging them and all enemies within 8-yalms.
- Dell of the Dreamer no longer has its own effect time, working on the effect time of the "...of the Green" spell it was cast under.
- Verdant Blossom is now learned at 98 and heals party members within Shell's area of effect for a potency of 600 but no longer damages enemies inside.
- Mirage Spore only damages enemies when the barrier is fully absorbed.
- Stranglethorn has been separated from Tanglevine.
ଘ(੭ˊᵕˋ)੭* ੈ✩‧₊˚
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.