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| | #16 | |||
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
Posts: 3,201 Style: Light Theme V7 Thanks: 256
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My Mood: | Re: Healing Skill Idea Quote:
You all but stated healing magic skill has negligible effect on spell interruption rate facing EM and above, didn't you?Quote:
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![]() And, if you're going to bleed yourself for spiritual power, might as well call it "Flagellation" or something. >_>;
__________________ “I’m in pain, but I’m happy.” “It hurts, but I can smile.” “That’s why I can tell you from the depths of my being…” | |||
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| | #17 | |
| Nekoai Nanashi Allied Ribbon of Glory Join Date: Dec 2005 Location: Dumfries, Virgina
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My Mood: | Re: Healing Skill Idea Quote:
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. | |
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| | #18 | |
| Dictionary Allied Ribbon of Bravery Join Date: Jul 2004 Location: Warrior
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My Mood: | 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.
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