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Lan wrote on 2010-08-20 05:12
Quote from Kazuni;131617:
Healing wand does have it's own adv magic ._.
It's just not offensive.
We're going by KR ranking.
Basic=Bolt
Inter=Wanded
Adv=Staffed
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Time wrote on 2010-08-20 05:13
Quote from Kazuni;131617:
Healing wand does have it's own adv magic ._.
It's just not offensive.
Just going by the wiki, Im assuming you mean party healing...
Party Healing is not considered an Advanced Magic.
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Andy-Buddy wrote on 2010-08-20 05:14
Technically, PHeal is just a magic, not advanced, nor intermediate.
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Lan wrote on 2010-08-20 05:19
Meh, it needs a wand like one :s though you can move.
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Mixleplex wrote on 2010-08-20 05:27
Healers need a self buff spell that requires healing wand and stops mana evaporation the next time you unequip a wand. That way you could buff it on yourself before the fight starts and if something happens you can switch once without fear to do whatever and then get back to healing. The buff is instantly removed when you take off the healing wand which you would have to have to cast the buff in the first place. This wouldn't be IS into Thunder or what have you since you'd have to use a healing wand. The buff could also do something else like increase mana regen 20% or something. That way it would be a useful ability to save yourself/heal and melee/range/whatever in a pinch. As for a holy attack or something like that forget it. Healers should heal. If they get an ability that allows then to temporatily drop healing in and get back to it fine, but as long as we can only load one skill at a time we should be 99% focused on just healing.
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Kazuni wrote on 2010-08-20 05:38
Quote from Mixleplex;131643:
Healers need a self buff spell that requires healing wand and stops mana evaporation the next time you unequip a wand. That way you could buff it on yourself before the fight starts and if something happens you can switch once without fear to do whatever and then get back to healing. The buff is instantly removed when you take off the healing wand which you would have to have to cast the buff in the first place. This wouldn't be IS into Thunder or what have you since you'd have to use a healing wand. The buff could also do something else like increase mana regen 20% or something. That way it would be a useful ability to save yourself/heal and melee/range/whatever in a pinch. As for a holy attack or something like that forget it. Healers should heal. If they get an ability that allows then to temporatily drop healing in and get back to it fine, but as long as we can only load one skill at a time we should be 99% focused on just healing.
Mana evaporation is what the mana preservation stones are for ._.
There are many ways to get around mana evaporation already, so to give healers the extra ability to keep their mana would be too much.
Mana evaporation is a key part of being a mage.
It would be like taking out the need for people to time their N+1s, or taking out the ranged aiming system.
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Singleuseonly wrote on 2010-08-20 05:55
Quote from Okami;131442:
IMO, I really don't think Healers need an offensive skill.
They're meant to be a supporting class, no matter how boring it can be, I mean look at Clerics in Maple Story. When I played, they were mostly used for standing by and healing/buffing the team. Yes, sometimes they did attack but it was with magic claw. Magic Claw could be compared to the Bolt spells in Mabinogi. And if I recall correctly, in 4th job they eventually get Genesis, so you could call the Adv Magic's in Mabi the second tier for healers attack if you really want too.
If healers need anything, it's some more party buff skills.
Again, just my opinion on the matter :c
Then again, there could be a skill that buffs friendly units and hurts your enemies.
Eg. A skill where the user fires some holy missile that travels in a straight line. Any fomor it passes through get damaged and have their protection and movement speed reduced for 10 seconds while any partied units it passes through have their stamina and mp regeneration greatly increased for 10 seconds. Only usable with a healing wand.
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Phunkie wrote on 2010-08-20 05:57
Quote from Bieber;131607:
ADV magic.
Revives all dead party members and heals by 50%
I like this!
Quote from Kazuni;131647:
Mana evaporation is a key part of being a mage.
It would be like taking out the need for people to time their N+1s, or taking out the ranged aiming system.
Incorrect. Trinity Staff throws the evaporation thing completely out the window, allowing to cast all three Adv. Magic along with Hailstorm. Mages still remain as mages.
But that's G13.
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Mixleplex wrote on 2010-08-20 06:00
Quote from Kazuni;131647:
Mana evaporation is what the mana preservation stones are for ._.
There are many ways to get around mana evaporation already, so to give healers the extra ability to keep their mana would be too much.
Mana evaporation is a key part of being a mage.
It would be like taking out the need for people to time their N+1s, or taking out the ranged aiming system.
I can respect that you think its an important part for mages, but I think this would encourage people to go down the healer path on this game. Since its something you could only use with a healing wand I would narrow it down to healers rather than the vauge broadness of the term mage. Last I checked wiki though, there wasn't a mana preseration 500 stone. At least not one that I know of. Keep in mind that you would only be able to switch melee, range, or alchemy without defeating the purpose of saving your mana in the first place. Still, I think I get what you're trying to say, but healing is defensive healing only. It wouldn't mess up enemies like taking out aiming or what have you. I believe I understand what you mean, but your analogy may have been poorly chosen.
Quote from Phunkie;131672:
I like this!
Incorrect. Trinity Staff throws the evaporation thing completely out the window, allowing to cast all three Adv. Magic along with Hailstorm. Mages still remain as mages.
But that's G13.
I had actually forgotten about staves. You raise a good point.
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Phunkie wrote on 2010-08-20 06:06
I wouldn't be complaining if they allowed you to cast Party Healing with the Trinity Staff.
Losing all that precious MP when switching from the Healing Wand just sucks.
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Kazuni wrote on 2010-08-20 06:06
Quote from Phunkie;131672:
I like this!
Incorrect. Trinity Staff throws the evaporation thing completely out the window, allowing to cast all three Adv. Magic along with Hailstorm. Mages still remain as mages.
But that's G13.
But the rez idea would completely kill over adv feathers, so that's not going to happen.
Also, not everyone will have a trinity staff. It's not easily accessible, and so it has many advantages.
Healing will be healing. You can mix it with other magic, but in the end, it's a purely defensive/support skill. To have offensive skills attached to it wouldn't really be defined as healing. You can add blaze into it, it's possible, but there are nerfs. You can cast bolts.
There are all sorts of offensive alternatives for mages, but they don't want it.
It's just like the old G13 classes and people complaining about wizard and bard class. You have the choice to stay adventurer, and yet you don't want it.
I was one of those people who hated the class system because of bard, too, so I kind of know what it's like, but I'm just saying.. healers have an alternative. They just aren't satisfied with it, and want more, when in the end, this is all they'll get.
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Hiccup wrote on 2010-08-20 06:10
If the rez skill has a cooldown of say 5 mins or something and somewhere on par with IS on page collection then adv feathers isn't defeated
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Phunkie wrote on 2010-08-20 06:10
If you work for the staff, you'll get it eventually. None of that, not everyone will have it.
You can definitely combine Healing with offense. Other games have done it and if DevCat wanted to, they could. People are still creative these days. They can definitely come up with something.
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Vanof wrote on 2010-08-20 08:59
I already said golems.. lol.
You won't have to switch weapons often, only to summon a new golem. It shouldn't be hard to command a golem(usually amounting to windmill spam) and party heal in between.
If you want to do damage yourself, you could always use a nerfed blaze, and make up for some of that lost damage with an airboost from a pet firebolting or something.
Honestly, so far this entire topic seems like it's been you QQ-ing about mana evaporation. If you have such a problem with it, make advanced preservation stones and shut up. That way, you can freely switch weapons any time you want.
You can combine offensive with healing very easily. Whack something with the healing wand, shoot a bolt, blaze, golem, switch weapons to rely on a non-magic skillset, whatever. Healing is not a class, and mabinogi does not have [strict, as of G13] classes, so there's no reason to make an offensive skill for healers. Offensive skills are usually made for healers in class-based games because they lack any offensive skills.
With that said, I would appreciate a simple revive magic that required a healing wand. Except, rather than the previously presented idea, it'd just work like a normal phoenix feather and require modest mp. Ranking it would decrease the load time, increase the mp use, and increase the stats restored upon revive.
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Taliya wrote on 2010-08-20 12:14
I've made tons of mana preservation stones simply for training synthesis. They need to go away! D:<