For a while now I have been contemplating what SE could do to get magic-users back into the mainstream. I have noticed a trend where many white and black magic users, regardless if they are BLM, PLD, WHM, or DRK, have fallen out of favor and been replaced with XXX/NIN.
Changes to Elemental Magic:
AM II: Sure, the extra damage is nice on HNMs and BCNMs, but despite being more MP efficient then Tier I AM spells, they are less efficient then Tier IV Nukes. This further pulls BLM out of the mainstream and isolates them to manaburns and high-def. monsters in endgame.
Elemental Catalysts: Instead of giving BLM Tier V and IV -ga nukes, I propose an ability that gives a one-spell bonus to potency(~10%), rather then accuracy. To prevent this from becoming overpowering, it will consume one Crystal Catalyst item synthesized through Alchemy, and will be based on a 30-second(1 minute?) timer, but will also stack, similar to Boost.
To prevent one-shot spamming though, these catalysts will be similar to the automation maneuvers, where if you have to many there is a chance the spell will overload and backfire, dealing AoE elemental damage to yourself and anything around you (friend or foe). I would put the safe zone at 3 charges, then for each additional charge adds a 10% chance of overload, but would cap at 50% chance of backfiring, with a max of 10 charges(100% potency boost, but requires 5 minutes without casting, and 50% chance of overload).
Changes to Enfeebling Magic:
Bio III. Where are we going with this exactly? Forcing RDM to put 120,000 EXP to put out for the same damage as a BLM or DRK at a vastly inflated MP cost? I mean really. SE should make this into a scroll, and give it to somebody who can actually use it effectively. BLM and DRK, gogo.
Dia III. Scroll It. Give it to WHM and RDM. Mabye even Dia IV. Still less DoT, more functionality? Or something. Mabye a RDM could chip in on this.
Break? Yes please. Make those goblins who spam Stona actually worth something. They can't cast it when their petrified themselves, but still. Perhaps this could be a RDM version of Stun, but with longer cast time and longer duration.
Confuse. Single-Target Amnesia, give it to something other then those Imps. Does amnesia prevent WS from being used? If not, now it can. On monsters, anyway. They would still keep the TP, but it would delay the attacks, maybe enough to kill them.
Changes to Enhancing Magic:
Enlight. Endark. Enough said.
Also, what about Tier II Enspells?
With Scholar's stratagems, Phalanx II has become worthless. I propose that RDM gets a "Crimson Seal" ability that is meritable instead of Phalanx II. This would allow RDM to cast any single-target spell on one other person, allowing full-strength Phalanxes, Stoneskins, and if /NIN even Utsusemi to be transfered to ONE other party member, keeping SCH's role intact as a party support job.
Regen II. Give it to RDM. They could really use it. Also, Refresh II(Don't worry Bards I am covering you later...) and Regain(TP Regen). Maybe give WHM Regain also, and Tier I Refresh.
Finally, BLM should get Warp III or Exit. It should not be overpowering, but would simply despawn the monster(without rewarding EXP or items) until it repops. Make this cost say, 250 MP with 30 second recast so it cannot be abused, and also make NMs immune so people don't run around D2ing monsters in BCNMS or mission fights, or something like Ose.
Changes to Healing Magic:
Divine Veil. Make it a separate ability. I mean really... And give it a recast time of say, 5 minutes? 10 is to long for an AoE Erase.
Erm... Actually I think thats it, if you WHMs need something else just tell me... not really versed in this category...
Changes to Summoning Magic:
Remember those 18-man avatar fights SE introduced a while back? Here is an idea for rewards from them: Tier II Avatars. I realize that avatar power scales with level, but these coulds cost more MP, but have stronger abilities.
Either that, or make Tier II Avatars meritable instead of the new bloodpacts. Let Summoners spend more time summoning and less time curing.
Changes to magic in general:
Bonus to Conserve MP. The main problem why mages are shoved aside is because they lack the means to keep up with roaming parties and need to stand in one position to rest. Because of this, they are very powerful for a small amount of time but very quickly lose all their power when they sit down to get back MP.
An addition I think that would be welcomed by all, this will make BLM and WHM be able to keep up with fast-paced, as well as allow PLD and DRK to stay in action without having to sit down, similar to NIN-based tanks and DDs.
Also, we need enhanced and more access to Refresh effects. The last MP recovery spell is given to BRD at level 55, and here we are 20 levels later with the same spells! Give RDM Refresh II(As mentioned earlier), WHM Refresh I(after RDM get access to Refresh II of course), and BRD Mage's Ballad III. To keep COR from being left out, add a level ~65(?) Job Trait called Smoke & Mirrors that enhances the effects of Evoker's Roll.
Changes to Elemental Magic:
AM II: Sure, the extra damage is nice on HNMs and BCNMs, but despite being more MP efficient then Tier I AM spells, they are less efficient then Tier IV Nukes. This further pulls BLM out of the mainstream and isolates them to manaburns and high-def. monsters in endgame.
Elemental Catalysts: Instead of giving BLM Tier V and IV -ga nukes, I propose an ability that gives a one-spell bonus to potency(~10%), rather then accuracy. To prevent this from becoming overpowering, it will consume one Crystal Catalyst item synthesized through Alchemy, and will be based on a 30-second(1 minute?) timer, but will also stack, similar to Boost.
To prevent one-shot spamming though, these catalysts will be similar to the automation maneuvers, where if you have to many there is a chance the spell will overload and backfire, dealing AoE elemental damage to yourself and anything around you (friend or foe). I would put the safe zone at 3 charges, then for each additional charge adds a 10% chance of overload, but would cap at 50% chance of backfiring, with a max of 10 charges(100% potency boost, but requires 5 minutes without casting, and 50% chance of overload).
Changes to Enfeebling Magic:
Bio III. Where are we going with this exactly? Forcing RDM to put 120,000 EXP to put out for the same damage as a BLM or DRK at a vastly inflated MP cost? I mean really. SE should make this into a scroll, and give it to somebody who can actually use it effectively. BLM and DRK, gogo.
Dia III. Scroll It. Give it to WHM and RDM. Mabye even Dia IV. Still less DoT, more functionality? Or something. Mabye a RDM could chip in on this.
Break? Yes please. Make those goblins who spam Stona actually worth something. They can't cast it when their petrified themselves, but still. Perhaps this could be a RDM version of Stun, but with longer cast time and longer duration.
Confuse. Single-Target Amnesia, give it to something other then those Imps. Does amnesia prevent WS from being used? If not, now it can. On monsters, anyway. They would still keep the TP, but it would delay the attacks, maybe enough to kill them.
Changes to Enhancing Magic:
Enlight. Endark. Enough said.
Also, what about Tier II Enspells?
With Scholar's stratagems, Phalanx II has become worthless. I propose that RDM gets a "Crimson Seal" ability that is meritable instead of Phalanx II. This would allow RDM to cast any single-target spell on one other person, allowing full-strength Phalanxes, Stoneskins, and if /NIN even Utsusemi to be transfered to ONE other party member, keeping SCH's role intact as a party support job.
Regen II. Give it to RDM. They could really use it. Also, Refresh II(Don't worry Bards I am covering you later...) and Regain(TP Regen). Maybe give WHM Regain also, and Tier I Refresh.
Finally, BLM should get Warp III or Exit. It should not be overpowering, but would simply despawn the monster(without rewarding EXP or items) until it repops. Make this cost say, 250 MP with 30 second recast so it cannot be abused, and also make NMs immune so people don't run around D2ing monsters in BCNMS or mission fights, or something like Ose.
Changes to Healing Magic:
Divine Veil. Make it a separate ability. I mean really... And give it a recast time of say, 5 minutes? 10 is to long for an AoE Erase.
Erm... Actually I think thats it, if you WHMs need something else just tell me... not really versed in this category...
Changes to Summoning Magic:
Remember those 18-man avatar fights SE introduced a while back? Here is an idea for rewards from them: Tier II Avatars. I realize that avatar power scales with level, but these coulds cost more MP, but have stronger abilities.
Either that, or make Tier II Avatars meritable instead of the new bloodpacts. Let Summoners spend more time summoning and less time curing.
Changes to magic in general:
Bonus to Conserve MP. The main problem why mages are shoved aside is because they lack the means to keep up with roaming parties and need to stand in one position to rest. Because of this, they are very powerful for a small amount of time but very quickly lose all their power when they sit down to get back MP.
An addition I think that would be welcomed by all, this will make BLM and WHM be able to keep up with fast-paced, as well as allow PLD and DRK to stay in action without having to sit down, similar to NIN-based tanks and DDs.
Also, we need enhanced and more access to Refresh effects. The last MP recovery spell is given to BRD at level 55, and here we are 20 levels later with the same spells! Give RDM Refresh II(As mentioned earlier), WHM Refresh I(after RDM get access to Refresh II of course), and BRD Mage's Ballad III. To keep COR from being left out, add a level ~65(?) Job Trait called Smoke & Mirrors that enhances the effects of Evoker's Roll.
Comment