
Originally Posted by
BRP
I agree on collision detection.
As for healing skill, there's a lot of potential. The Regen potency being related is great, I've never considered it before. Other options would be -enmity, but this hurts PLD, or nerfing cures a few % that can gained back and more with healing skill(improves /SCH). Anther option would be increasing the soft cap so you get something like Healing Skill vs MND, not too far off like Stoneskin. One option I had, if you see above, was buffing spells which potency was based on Healing Skill(despite being an Enhancing Spell).
-BLM
*Unique to the BLM main job only, increase the proc rate of Paralyze and Stun from Ice and Shock Spikes. Perhaps make the proc rate get a boost from Elemental Skill. (Similar to how some BLU spells gets an additional boost from healing skill).
*Spell: Magnet (Enhancing). Lv 40, Recast: 0:30, Duration: 3:00. Conserve MP +5 to +25. Potency based on enhancing skill. 28 MP. Self-only (unless a SCH makes it AoE).
*Spell: Hex (Dark). Lv 48, Recast: 0:40, Duration: 0:15 to 1:00. Lower Defense -10 to -30% on target. Potency based on Dark Skill. 34 MP.
*Spell: Hold (Dark). Lv 58, Recast: 0:40, Duration: 0:15 to 1:00. Lower Evasion -10 to -40 on target. Potency based on Dark Skill. 36 MP.
*Spell: Counterspell (Enhancing). Lv 61, Recast: 1:15, Duration: 2:30. Next spell on target party member is nullified. Concerning -aga spells: Only nullified if the spell is targeted on the person with the buff. Counts as "Blink", doesn't stack with other blink effects(including Utsusemi). 65 MP.
*Spell: Curse (Dark). Lv 65, Recast: 2:00, Duration: 0:30 to 2:00. Target monster is cursed. Potency is based on Dark Skill. 1-15% Maximum HP loss. On monsters that check as "Impossible to Gauge" the maximum HP loss is limited to 1200. Spell is notoriously easy to resist, meaning a BLM would have to focus entirely on magic accuracy and dark skill when casting it. 90 MP.
*Ability: Elemental Strike, Lv 55, Recast: 10:00, Duration: 1:00(or next spell). Next elemental spell cast on a target with a weakness against the element receives a boost to base damage to be equal to the current highest damage spell of that tier(for example, at level 75, Thunder IV wouldn't be any different) and receive a +15% MAB bonus. Only works with single target spells.
*Ability: Spell Chain, Lv 65, Recast: 10:00, Duration: 1:00(or next spell). Next elemental spell gains a Level 1 skillchain property and can be used to open or close a skillchain (including with another use of this ability). The spell receives a -15% MAB penalty. Only works with single target spells.
*Trait: Wizard, Lv 30. -50% enmity on MBs.
*Trait: Sorcerer, Lv 60. Elemental, Dark, and Enfeebling spells can not be interrupted while "Elemental Seal" is on.
-RDM
*Enspell duration is doubled, becoming 6 minutes in duration.
*Refresh(with now 4:00 duration) is renamed to Refresh II.
*Spell: Refresh I (Enhancing). Lv 24, Recast: 0:18, Duration: 2:30. 1/tick Refresh on target party member. 18 MP.
*Spell: Virus (Enfeebling). Lv 34, Recast: 0:20, Duration: 0:30 to 2:00. Lowers Regen/Refresh/Regain on target. 40 MP.
*Spell: Disease (Enfeebling). Lv 58, Recast: 0:25, Duration: 0:30 to 2:00. MP and TP DoT on target. 35 MP.
*Concentration (Enhancing). Lv 63, Recast: 0:30, Duration 3:00. +1 to 15 Fast Cast. Self-only (unless a SCH makes it AoE).
*Ability: Duel Stance. Lv 50, Recast: 4:00, Duration: 3:00. +20 Accuracy, En-spell damage+5, and enhances the chance of parrying a great deal. Will only work if the RDM has only one weapon equipped that is either a dagger or sword.
*Trait: Duelist, Lv 40. En-spells have a chance of increasing the potency of a status effect of the same element(very similar to Quick Draw).