New Healing Job Idea (siphoner)

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Hi everyone! I'm pretty sure this will get downvoted to hell and back, but I'm willing to take that gamble. This is a job skeleton I came up with over the period of a few weeks. I'd appreciate any constructive input the community has to offer. Also, listed potencies are not final, I felt the need to put SOMETHING there to give an idea of how the job should flow. Without any further ado...

Overview: If you're a healer worth your salt, you know one of the worst aspects of healing is the over-heal that comes with it. That is when you heal someone over their maximum health. This job seeks to answer that annoying problem. The Siphoner is a very offense-oriented healing job. They specialize in life-stealing magic, strengthening magic, and blood magic. Due to their destructive potential, their actual healing output can be somewhat lacking, but don't let that deceive you. Their lack of healing should be more than made up for with their life-stealing abilities. The Siphoner has the ability to direct where the life energy they steal goes, and the purpose that energy ultimately serves.

Healing Style: Shielding done on a flat rate based on the health of the caster, multiple regeneration sources, passive healing while under the effect of a shield cast by the Siphoner, and healing while simultaneously doing damage.

Important Note: The spell Fortification and its variants should be able to stack with SCH/AST's shields, depleting before the other shields do.

Weaknesses: Lackluster group heal options, some spells damage caster, lackluster emergency heal, weaker regen than WHM/AST, weaker initial shields than SCH/AST.

Strengths: Passive heals, very high dps when played optimally, great support

Gauge Name: Life Gauge (0-100). Unlocked at level 30.

Spells and Abilities: Level 1- Blood Burst I- 200 potency of unaspected damage. Extra effect (level 30): Increases Life Gauge by 5. Extra effect (level 50): Does 50% more damage when target is affected by any continuous Siphoner ability. Cast 2.5s, Recast 2.5s

Level 2- Soothe I- 300 potency heal to a single target. Extra effect (level 30): Increases the Life Gauge by 5. Extra effect (level 50): Heals for 20% more when target is affected by any continuous Siphoner ability. Cast 2.5s, Recast 2.5s

Level 6- Blood Purge- Inflicts 60 potency of unaspected damage to target. Also inflicts 60 potency of unaspected damage over time. Extra effect: Party members attacking the target while standing within 15y of affected target gain a stack of Life Siphon for 30s. (85 potency regeneration effect per stack, max 3/person). Extra effect (level 30): Increases Life Gauge by 1 every 3s. Duration 30s, Cast 2.5s, Recast 2.5s.

Level 15- Rebirth- Revives fainted target to a weakened state. Extra effect (level 30): Drains 50 Life Gauge (if applicable) and is cast instantly. Cast 7s, Recast 2.5s

Level 18- Sedation- 250 potency heal in a 10y radius around caster. Extra effect (level 30): Increases Life Gauge by 5 for each party member receiving healing that isn't at full health. Extra effect (level 50): Heals any party member affected by any continuous Siphoner ability for 20% more. Cast 3s, Recast 2.5s

Level 22- Soothe II- 600 potency heal to a single target. Extra effect (level 30): Increases Life Gauge by 5. Extra effect (level 50): Heals for 25% more when target is affected by any continuous Siphoner ability. Cast 2.5s, Recast 2.5s

Level 30- Cauterize- 500 Potency heal to single target or self. If Life Siphon is active, potency increases to 800. Cast instant, Recast 30s.

Level 30- Fortification- Grabnts a damage shield to self and nearby party members equal to 5% (max 25%) of caster's maximum health. Costs 50 Life Gauge. Duration 30s, Cast instant, Recast 30s.

Level 35- Blood Tithe- Inflicts Blood Tithe on target, dealing 60 potency unaspected damage over time. Extra effect: Party members attacking target(s) with Blood Tithe will heal for 20% of all damage they inflict, while inflicting the same amount of damage healed onto the target. Blood Tithe Duration 30s. Costs 50 Life Gauge. Cast instant, Recast 60s.

Level 38- Sedation II- 300 potency heal in a 5y radius around caster. Extra effect: Increases Life Gauge by 5 for each party member not at full health receiving healing from this spell. Extra effect (level 50): Adds one stack of Life Siphon to each party member healed by this spell. Cast 4s, Recast 2.5s

Level 40- Body and Soul- Inflicts caster with 30 potency unaspected damage every 3s while active. Reduces damage taken by all sources by 20% for self and nearby party members while active. Increases Life Gauge by 1 every time caster takes damage from Body and Soul. Duration 21s, Recast 60s.

Mind Over Matter- Inflicts caster with 30 potency unaspected damage every 3s while active. Decreases recast time and action delay by 5% for self and nearby party members while active. Increases Life Gauge by 1 every time damage is taken from Mind Over Matter. Duration 21s, Cast instant, Recast 90s.

Level 50- Blood Totem- Summons a stationary Blood Totem at target location. Caster gets the Blood Lock status, preventing them from casting damaging spells and abilities for 10s after summoning the totem, but increases the healing done by the caster by 30% for this duration. Any healing any party member within 10y would receive also heals the blood totem (you cannot target the blood totem). After Blood Lock expires, the totem will lose 5% of its health every 3s from that point. When the Blood Totem takes damage from this effect, party members will be healed by that amount divided evenly among all party members within 10y of the totem. Enemies will take an equal amount of damage divided evenly among all nearby enemies. When the totem runs out of health, it will disappear. The caster will do 40% more damage and healing for 15s after it disappears. Costs 100 Life Gauge. Cast instant, Recast 120s.

Level 52- Blood Burst II(direct upgrade from I)- 240 potency unaspected damage to a single target. Extra effect: Does 50% more damage when target is affected by any continuous Siphoner ability. Increases Life Gauge by 5. Cast 2.5s, Recast 2.5s

Level 54- Life Link- While active, whenever nearby party members receive healing, target party member receives the same amount of healing. Costs 20 Life Gauge. Duration 30s, Cast instant, Recast 60s.

Level 60- Sanguine Fortification- Creates a damage shield equal to 10% (max 25%) of your maximum health on yourself and nearby party members. Extra effect: 10% chance the value of the shield will double upon casting. Costs 50 Life Gauge. Duration 30s, recast 30s.

Level 62- Blood Burst III (direct upgrade from II)- 280 potency unaspected damage to target. Extra effect: Does 50% more damage when target is affected by any continuous Siphoner ability. Increases Life Gauge by 5. Cast 2.5s, Recast 2.5s

Level 65- Blood Rush- 100 unaspected damage to target. Extra effect: Potency increased to 400 if target is affected by Blood Tithe. Heals self and party members within 10y for 50% of damage inflicted by this ability. Cast instant, Recast 10s

Level 68- Sanguine Rejuvenation- Guarantees the value of the next Fortification spell cast will double. heals self and party members for the remaining health value of any applicable Fortification spells. Cost 20 Life Gauge, Cast instant, Recast 90s.

Level 70- Ultima Fortification- Creates a damage shield equal to 15% (max 50%) of your maximum health on yourself and nearby party members. Extra effect: 25% chance the value of the shield will double upon casting. Costs 50 Life Gauge, Duration 30s, Cast instant, Recast 30s.

Level 72- Blood Absorption- Can only be cast on self or target party member when under the Ultima Fortification status effect. While active, any healing done to target or self when at full health will strengthen the effect of Ultima Fortification. Overwrites Blood Deflection if active. Cost 20 Life Gauge, Duration 30s. Resets the duration of Ultima Fortification on target to 30s. Cast instant, Recast 120s.

Level 76- Revitalize- Sets the cooldown of Ultima Fortification to 0. If Ultima Fortification is active, refreshes the shield's potency to its maximum value. Abilities using the Life Gauge are executed without cost for 10s. Cast instant, Recast 60s.

Level 76- Blood Blitz- Can only be used after Blood Rush. 650 potency unaspected damage to target and enemies 5y around target (50% falloff for additional enemies). Heals self and nearby party members for 75% of damage inflicted. Cast instant, Recast 10s.

Level 80- Blood Deflection- Can only be cast on self or target party member when under the Ultima Fortification status effect. While active, any healing over time done to target or self when at full health will deal 50% of the value as damage to their active target (and 50% of this value to enemies within 5y of their active target). Overwrites Blood Absorption if active. Resets the duration of Ultima Fortification on target to 30s on casting. Cost 20 Life Gauge, Cast instant, Recast 120s

Level 84- Life Shield- Creates an aura of protective life energy in a 10y radius around caster. Self and party members inside the area take 10% less damage and are granted a shield equal to 5% of the caster's total health. Effects are re-applied every 3s. Drains 5 Life Gauge every 3s while active. Cast again to cancel the effect. Cannot cast spells/abilities while active. Cannot be activated while Desecration is active. Life Shield's shield duration 6s. Cast Instant, Recast 120s.

Level 88- Desecration- Creates an aura of ruinous life energy in a 10y radius around caster. Enemies inside this area take 100 potency of unaspected damage every 3s for 6s. Party members inside this area are healed 150 potency every 3s for 6s. Effects are reapplied every 3s. Drains 5 Life Gauge every 3s while active. cast again to cancel the effect. cannot cast other spells/abilities while active. Cannot be activated while Life Shield is active. Cast instant, Recast 120s.

Level 90- Blood Sacrifice- Caster takes 50% of their remaining health as unaspected damage and nearby party members and Blood Totems will have health added to their shield (or health pool in the case of the Blood Totem) equal to the value of the damage taken, divided evenly among party members with under the effect of Ultima Fortification. Extra effect: Caster takes 50% less damage for 10s after casting. Cannot be used if caster has less than X health. Cost 50 Life Gauge. Cast instant, Recast 120s.

Traits:

Level 20- Maim and Mend I- Increases healing and damage done by 10%.

Level 30- Mastery of Life- Adds the Life Gauge.

Level 40- Maim and Mend II- Increases healing and damage done by 20%.

Level 50- Blood Mastery- Adds extra effects to some spells.

Level 52- Sanguine Affinity- Upgrades Blood Burst I into Blood Burst II.

Level 60- Maim and Mend III- Increases Healing and damage done by 40%.

Level 60- Fortification Mastery I- Upgrades Fortification into Sanguine Fortification.

Level 62- Sanguine Affinity II- Upgrades Blood Burst II into Blood Burst III.

Level 66- Blood Siphon- 25% of any healing caused by the siphoner will strengthen any Fortification effect cast by them by that amount, up to the respective effect's maximum.

level 70- Fortification Mastery II- Upgrades Sanguine Fortification into Ultima Fortification.

Level 78- Restorative Fortification I- While you or party members are under the effect of Ultima Fortification, a 25 potency regen is applied until they are at full health or the shield falls off.

Level 88- Restorative Fortification II- While anyone is under the effect of any shield, a 50 potency regen is applied until they are at full health.

That's the job. As I said, constructive criticism is much appreciated. I was looking to make a job that broke the 2-healer dichotomy. As previously stated, potencies are only a guideline here. They are just listed to demonstrate more or less the order of how things should be used. Thank you for reading if you made it this far.

submitted by /u/Da_Mong00se
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