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| | #1 |
| Mad Scientist Join Date: Dec 2006 Location: UK
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My Mood: | Healing Skill Idea
I have been thinking about the whole whm, healing skill debate recently and I had an idea that I thought I would put up for comments. What if having healing skill over the cap required to reach the soft cap on the cure you are doing gave you a chance of using less mp for the spell (like conserve mp, I think this might be fairer/work better) or perhaps a straight mp reduction on every cure you cast (it would have to be a small percentage not to be overpowered of course). Cure 5 would either be unaffected or have some hidden value where the effect started kicking in. Your characters mnd value could be converted to an equivalent +healing skill value that would contribute to the effect. I am not sure how it would work with conserve mp, possibly stackable effect, possibly not. It would make healing skill mean something, give added utility to +mnd for whm which given we don’t enfeeble at higher levels could be cool and would give whm an efficiency boost which would be nice. Last edited by Saren; 03-08-2007 at 06:59 AM. Reason: So it made sense :S |
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| | #2 |
| Member Bronze Ribbon of Service Join Date: Oct 2006 Location: Texas
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| Re: Healing Skill Idea
I like that idea a lot, though curious if it would be more random like Conserve MP, only activating once in a while. Perhaps an alternative idea, or additionally, a reduced enmity on some spells (Cure 4 and Curagas). While I like having all the spells I have never had the need for curaga 3-4, and the few instances I have used it only ended up in certain death for me ![]() But I like the original idea a lot. Would give whm a chance at some higher level pt invites that tend to roam, not giving me much chance to sit. |
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| | #3 | |
| Likes to n00k Bronze Ribbon of Service Join Date: May 2006 Location: Maine, USA
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| Re: Healing Skill Idea Quote:
Honestly, the only place I've ever seen Curaga 3 used is in a skillup party where nobody is designated tank. People get lax when they are fighting easier mobs for skillups and have more people. The mob ends up hitting everyone
__________________ Haggai i Am ThE bLaCk MaGe. I cAsTs ThE sPeLlS tHaT mAkEs ThE pEoPlEs FaLl DoWn. | |
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| | #4 | |
| Member Bronze Ribbon of Service Join Date: Oct 2006 Location: Texas
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| Re: Healing Skill Idea Quote:
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| | #5 |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Healing Skill Idea
I'd love to see higher healing skill help lower spell interruption rate (more?). Short of that, instead of some sort of hidden Conserve MP, how about adding chance to cure for extra HP (sans enmity penalty?) when target's HP is low? Warrior has "Double Attack"--give White Mage "Double Cure"? With proc rate depending on Healing Magic skill and the level of cure used?
__________________ “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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| | #6 | |
| Mad Scientist Join Date: Dec 2006 Location: UK
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My Mood: | Re: Healing Skill Idea Quote:
Not that I expect any of this to be implimented, more as a 'wouldn't it be cool'. Sorry Ifrit, not trying to shoot you down on this or anything. The reason I suggested the conserve mp/mp reduction idea is that it makes healing skill worth more first and foremost and secondly I think doing it that way would mean it kicked in quite a lot. Sure Whm gets the most benefit from it, but thats because we have the highest rating for healing skill not because it's a job specific change. Giving a "Double Cure" to whm only makes our healing skill worth something, not all job classes. As for the extra HP when targests hp is low, how low really and how much use would you actually get out of that? So far, for me at least, people in parties only hit red if something has gone really wrong and we need to run or mapybe once/twice a long party for a fluke big hit. Does that change at higher levels? Spell interruption rate reduction would be cool but same thing really, how useful would it actually be, outside of soloing of course? | |
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| | #7 |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Healing Skill Idea
I don't feel that WHM is broken, but it does seem to be in a bit of a slump. (I could hear a distant grumbling when I partied on RDM/WHM.... >_>; ) So, I tossed out some fun proposals which I feel wouldn't overlap other job's traits (like conserve MP), without adding too much to WHM to unbalance things. WHM should be the "safest" healer (it is already the second most efficient, next to the DRG/mage combo)--the activate extra healing on low HP idea is to give tanks with WHM in party that much more confidence that when things go south, the WHM will save the day. ^_- There are people who would say Healing Magic is broken... It is useless, but it doesn't seem to imped anything, so I'm wouldn't call that broken, either. To each his own, I guess. p.s. The SIR down idea? That would be a present for my PLD, thank you. <_<;
__________________ “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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| | #8 |
| Dynamis Guru Bronze Ribbon of Service Join Date: May 2006 Location: Roe Dilund
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My Mood: | Re: Healing Skill Idea
I could go for lowered emnity on cures and some kind of Conserve MP trait. That would help me a LOT since I do most of my endgame runs as WHM/SMN. Even Auto-Refresh would be nice.
__________________ Olorin - Ramuh Server WHM75 BRD75 BLM75 RDM75 SMN39 SCH37 - TheAfterLife LS ![]() |
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| | #9 | |
| Mad Scientist Join Date: Dec 2006 Location: UK
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My Mood: | Re: Healing Skill Idea Quote:
![]() I don't think whm is broken either and I am not suggesting something that would just benefit whm but I do think that it would be nice if healing skill did more than get you to the soft cap. Enfeebling magic skill and Elemental magic skill are vital to keep capped for a lot of different spells for rdm and blm. Capping healing skill on whm is nice but really not required in certain level ranges which given it's our main job skill is a bit | |
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| | #10 |
| Junior Member Join Date: May 2006 Location: Bastok
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| Re: Healing Skill Idea
I like all the ideas presented here. I don't think of WHM as "broken" either, but it does feel like I'm useless when I run out of MP. Unless I'm packing juices or lucky enough to have a refresher, I'm just resting-aggro-bait! If SE won't give us Auto-Refresh, they could at least give us Pray (0 MP for small curaga). ><
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| | #11 |
| Dynamis Guru Bronze Ribbon of Service Join Date: May 2006 Location: Roe Dilund
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My Mood: | Re: Healing Skill Idea
How about TP for cures, leading to WHM-only weapon skills to restore MP?
__________________ Olorin - Ramuh Server WHM75 BRD75 BLM75 RDM75 SMN39 SCH37 - TheAfterLife LS ![]() |
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| The following user says "Thank You" to Olorin401 for above post: | Akashimo (03-09-2007) |
| | #12 |
| Undeniably Banned Join Date: Dec 2006 Location: Like my Galka PLD Action Figure w/Hauteclaire grip? lolz
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| Re: Healing Skill Idea
I agree, I like all the ideas presented. I definitely like the idea about Pray. Monk's got to get the JA called Boost. That was a JA in FF5. Why not Pray? I think it's an excellent idea. It would have a % to activate and cost 0mp for a small curaga. However, on a side note. I think WHM should be able to use Archery and get the AIM skill too. What's so bad about a WHM doing melee? (Probably get into that mage meleeing debate again lol.) |
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| | #13 |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
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My Mood: | Re: Healing Skill Idea
Personally, I'd rather just SE remove the stupid caps from cures and allow higher level WHM's to use lower-tiered cures to greater effect from having more skill. The same should really, really apply to elemental nukes for BLM RDM and DRK too >_> |
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| | #14 |
| Nekoai Nanashi Allied Ribbon of Glory Join Date: Dec 2005 Location: Dumfries, Virgina
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My Mood: | Re: Healing Skill Idea
Workings of whm is a bit effy to me. Add or change one thing and we'd get some callings of "nerf". True, I would love a WHM version of chivarly or at least a similar working that restores HP equal to double the current TP and half the healing magic skill. With a trait that occassionaly ignores halfing the skill. But for that to really be effective, whm would need at least an A rating in club skill and more of a dd/healer gear around. (Not that many options without hurting one of the other stats, its always dd stuff or whm stuff, never really a good balance between the two open to whm.) Also more options to clubs to dd with, and some sort of subtle blow trait on them to reduce the mobs own tp gain from a dd whm that isn't /mnk or /nin. Another thought could be a whm only trait so lvl 38+ that "hastes" the tick rate of Regen spells (as oppose to enhances regen effect gear/merits.) |
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| | #15 |
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
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My Mood: | Re: Healing Skill Idea
- Healing skill already affects spell interruption when casting Healing Magics (including all cures and status removal, as well as Raise spells). - Healing skill has a minor effect on cure potency up to and slightly beyond the soft caps of each spell, with the exception of Cure V, where it never seems to hit a soft cap. - 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. - Extra cure potency might be cool based on Healing skill. The soft caps on cure spells would need to be changed, though. --- 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 |
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