http://forum.square-enix.com/ffxiv/t...=1#post5273503
Continuing from my basic concept here at the above link, Il use this own thread for the more fleshed out concept which will tell more about skills and gameplay mechanic, how this magical melee combat healer will work out.
Lets begin with the primary attributes that the NCM uses:
- Strength > Makes Attacks/Skills more powerful
- Constitution > More HP as for everybody
- Castspeed/Quickness > Quicker Casts/AA, better DoTs/HoTs as for everybody
- Critical Hit > Higher Chance for Critical Hits/Heals as for everybody.
As you can see, it won't make usage from the Healer Job Attribute, this means NCMs have slower MP Regen than other Healers, because they use other ways to regain MP.
MAIN MECHANICS:
The biggest main mechanic gameplay systems from the Necromancer are basically Rituals and Blood Harvest.
Blood Harvest shows the player how much Blood (displayed as Blood Drops) you have gathered. So more powerful the Necromancer, so more Blood can the job gather to a maximum of up to 10 Blood Drops.
Whenever you attack with your Scythe Weapon enemies, you will gain a bit of Blood per hit target. Literally is 1 Hit = 1/10th Blood Drop, so hit 10 times something and you have 1 full Blood Drop to use for Blood Rituals, the secondary Gameplay System.
Blood Rituals, or just Rituals to keep it short are useable in two different ways.
- Blood Rituals of Life
- Blood Rituals of Death
The first ones are used to heal wounds, to cure illnesses and general conditions so to say, with them do you raise defeated allies and rejuvenate and refresh them to bring them back to full life power. It are Support Rituals.
The other ones are used to create undead minions out of that blood, to perform unholy arts with them, like Blood Sacrificials to call with the help of sacrificed minions from your gathere Blood Harvest even lesser demons, like Chaos, Exodus or Thanatos
Creating Minions costs Blood, maximum 4 at a time can be controled like metioned in the basic concept of either Vampires, Barghests, Ghouls or Spirits, lesser Demons replace them, basicallly like a High Summon as like Bahamut replaces the lesser ones.
Minions degenerate over time, which means they continously lose health and fall to dust when their HP reaches 0
Continue reading...
Continuing from my basic concept here at the above link, Il use this own thread for the more fleshed out concept which will tell more about skills and gameplay mechanic, how this magical melee combat healer will work out.
Lets begin with the primary attributes that the NCM uses:
- Strength > Makes Attacks/Skills more powerful
- Constitution > More HP as for everybody
- Castspeed/Quickness > Quicker Casts/AA, better DoTs/HoTs as for everybody
- Critical Hit > Higher Chance for Critical Hits/Heals as for everybody.
As you can see, it won't make usage from the Healer Job Attribute, this means NCMs have slower MP Regen than other Healers, because they use other ways to regain MP.
MAIN MECHANICS:
The biggest main mechanic gameplay systems from the Necromancer are basically Rituals and Blood Harvest.
Blood Harvest shows the player how much Blood (displayed as Blood Drops) you have gathered. So more powerful the Necromancer, so more Blood can the job gather to a maximum of up to 10 Blood Drops.
Whenever you attack with your Scythe Weapon enemies, you will gain a bit of Blood per hit target. Literally is 1 Hit = 1/10th Blood Drop, so hit 10 times something and you have 1 full Blood Drop to use for Blood Rituals, the secondary Gameplay System.
Blood Rituals, or just Rituals to keep it short are useable in two different ways.
- Blood Rituals of Life
- Blood Rituals of Death
The first ones are used to heal wounds, to cure illnesses and general conditions so to say, with them do you raise defeated allies and rejuvenate and refresh them to bring them back to full life power. It are Support Rituals.
The other ones are used to create undead minions out of that blood, to perform unholy arts with them, like Blood Sacrificials to call with the help of sacrificed minions from your gathere Blood Harvest even lesser demons, like Chaos, Exodus or Thanatos
Creating Minions costs Blood, maximum 4 at a time can be controled like metioned in the basic concept of either Vampires, Barghests, Ghouls or Spirits, lesser Demons replace them, basicallly like a High Summon as like Bahamut replaces the lesser ones.
Minions degenerate over time, which means they continously lose health and fall to dust when their HP reaches 0
Continue reading...