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Healing Skill Idea

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  • #16
    Re: Healing Skill Idea

    Originally posted by Icemage View Post
    - Healing skill already affects spell interruption when casting Healing Magics (including all cures and status removal, as well as Raise spells).
    Umm... You all but stated healing magic skill has negligible effect on spell interruption rate facing EM and above, didn't you?

    Originally posted by Icemage View Post
    Not so you'd notice, no.

    The spell interruption resistance of higher magic skills doesn't seem to help at all when you're hit by enemies that are near or above your level. Even with max Healing Magic on WHM with a bunch of +Healing Magic gear, I still cannot reasonably expect to complete a Cure III if an attack hits me mid-cast.

    Originally posted by Icemage View Post
    Realistically, I think what WHMs really honestly need is a way to recover their own MP. Stealing the prayer idea for a moment, maybe an ability like Samurai's Hasso where activating Prayer causes you to bleed 3HP/tick in return for 2MP while active (but you can't rest without Stoneskin up since you're taking damage).
    Bah. More self MP recovery all the mage jobs get, the less meaningful Convert, Refresh, Ballad, Evoker's Roll and Auto-Refresh become. Looks like the slippery slope to homogenization to me.

    And, if you're going to bleed yourself for spiritual power, might as well call it "Flagellation" or something. >_>;
    Bamboo shadows sweep the stars,
    yet not a mote of dust is stirred;
    Moonlight pierces the depths of the pond,
    leaving no trace in the water.

    - Mugaku

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    • #17
      Re: Healing Skill Idea

      Originally posted by Icemage View Post
      - WHMs have TONs of -enmity gear available. Giving more is totally overkill.
      - Tick rate is set by the game engine. I seriously doubt you could increase the tick rate any further without breaking a whole bunch of other effects like DoT spells.
      Realistically, I think what WHMs really honestly need is a way to recover their own MP. Stealing the prayer idea for a moment, maybe an ability like Samurai's Hasso where activating Prayer causes you to bleed 3HP/tick in return for 2MP while active (but you can't rest without Stoneskin up since you're taking damage). Would also make Medicine Ring and Auto-Regen more useful at the same time.
      Icemage
      If the -enmity gear was to my post, i didn't imply in more of it, just stating more of a dd variety for whm to get, for fun or for serious, seeing how little of it is around.
      Hmmm, well what about the regen effect idea just adds a benefitual status buff that changes randomly for each casting?
      And I gotta like the idea making whm bleed after prayer, does seem practical.
      Adventures of Akashimo Hakubi & Nekoai Nanashi


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      • #18
        Re: Healing Skill Idea

        Stigmata, the JA, eh?

        Ifrit, in your initial post about SIR, you inserted some doubt that it actually does anything. Icemage wanted to clarify that and state that it truely does. Of course, that doesn't address your desire to see that rate increased.

        If you want a true "Prayer" ff10 style... something like a 1-3 minute recast JA to curaga 1 everyone. Prolly half powered, actually. The idea of Prayer in FFX/X-2 was that if you could afford to fight with one less person, you could spend all that person's time on prayer. Basically, what's most efficient is also the most time-consuming. We have this already, it's called Paeon.

        I still don't quite understand why WHMs are weak relative to rdm main heals... and no, I don't need an explanation of the situation. Just... whms are sooooo much more efficient at keeping people alive it's rediculous. Higher tier Regens alone save over 20 mp/minute (i.e. the amount a Rdm would gain in said minute). I guess it boils down to Convert. And Devotion doesn't compare to that.

        ----------------------------

        I'm sorry. Let's get back to the topic. What about an idea similar to the add'l cure power idea: basically, every Cure spell would have 2 effects. The first is an amount cured as normal. The second is a Healing Magic check against... some factor, somehow. If the check succeeds, a small amount of extra HP is cured. This is basically like the "Resists on Cures" idea mentioned in "that other thread" except that a resist only hurts efficiency - you don't run the risk of Cure V'ing someone for 62 damage when they fully resist the cure @12 HP.
        "And if he left off dreaming about you, where do you suppose you'd be?"

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