Bishop's main problems are her usability of her support skills for modern boss design and not being in full control of all of her support skills, like with Holy Fountain, and to bring back Benediction's identity which is for a large party and removing the dividing mechanic that it should not have - so that Awaken is for small parties and Benediction is for large parties.
This post will be focused entirely on Bishop's support skills and nothing else.
JOB 2:
Holy Shield:
New Skill:
Passive: Over healing a party member will grant it a shield for 5 seconds [does not increase with buff duration], every 10% HP healed will grant 1% HP as a shield, maximum shield is equal to 10% HP.
This is to promote the user to always be healing as a healer.
Heal:
Rework / Usability Adjustment:
Cooldown: Removed.
Active: Deal damage to up to 8 nearby monsters, which deals 200% increased final damage against Undead Monsters. Apply a healing buff for 15 seconds [increases with buff duration] for self and party members, healing for 10% HP every second.
As a healing buff, this makes it a lot more usable for boss fights with a proactive effect and allows this skill to return to not having a cooldown again so it can be spammed to deal damage to monsters again, which is an unique and fun mechanic about it.
A bigger change to this is instead of only damaging undead monsters, it can damage all monsters and undead monsters just take way more damage.
Consequently it can no longer full heal the party and healing goes down significantly overall, but that should be made up with the quality of life improvements and other effects to boost healing on the following skills below to be a net improvement overall. You just would need to rely on all the healing skills rather than only Heal.
JOB 3:
Holy Fountain:
Rework:
Cooldown: 60 seconds.
Active: Place down a holy fountain at the location for 60 seconds [increases with summon duration], healing self and party members near it for 10% HP every second.
(If Bishop places down Holy Fountain, then Decent Holy Fountain cannot be summoned by Bishop. If Decent Holy Fountain was summoned by Bishop, then placing Holy Fountain will delete Bishop's Decent Holy Fountain from play.)
Decent Holy Fountain:
Rework:
Cooldown: 60 seconds at rank 30; 180 -4 per rank, 176 seconds at rank 1.
Active: Place down a holy fountain for 60 seconds, healing only self when near it for 10% HP every second.
(If Holy Fountain is summoned, then Decent Holy Fountain can still be summoned and they heal independently of each other.)
Mystic Door:
Remake:
Active: Place down a mystic door for 600 seconds.
If a party members uses this door, then they teleport to Bishop's current location as much as they desire.
If Bishop uses this door, then all party members teleport to Bishop's current location, this can occur once every 8 seconds.
This applies for both if the party member(s) is on the same map or on a different map to Bishop.
If Bishop is in a solo party or no party at all, then using the mystic door outside of a boss map will teleport Bishop back to the nearest town.
Cooldown: None.
The teleport to nearest town function is an outdated function, but no reason to completely remove it. The main difference here is that it can still teleport party members from a different map to Bishop's map, but now it can be used in boss rooms where party members can use it to teleport to Bishop's location within the same map (also applies to hunting maps too).
Dispel:
Rework:
Active: Cleanse all abnormal status effects for self and party members, and apply a buff that grants immunity to all abnormal status effects for 8 seconds [increases with buff duration].
Cooldown: 90 seconds.
This is way to hard to use with trying to reactively cleanse abnormal status with the chaos of current boss designs. So changing this effect to be a less frequent, but a proactive effect of abnormal status immunity for a short duration for the whole party makes it a lot more useful and usable for current boss design and attack patterns.
Holy Magic Shell:
Improvement / Buff:
Active: Heal self and party members for 100% HP and apply a protective buff for 15 seconds [increases with buff duration], granting 15% damage reduction, including % HP attacks, and blocking other attacks while active.
Cooldown: 90 seconds.
Hyper Passives for Holy Magic Shell are removed.
Basically the hyper passives are added to the skill directly.
Healing being increased to 100% HP is so that Bishop still has 1 way to full heal the party.
No longer has a limited use count, it applies for as long as the duration lasts for.
No longer has an unnecessary on-target cooldown, if multiple Bishops want to party together, then just let them and get the benefits for it.
And the duration can be increased with buff duration to further add to Bishop being a protector.
JOB 4:
Holy Water:
Remake:
Active: Apply a buff to self and party members for 20 seconds [increases with buff duration] that increases healing received by 20% (+1% per 2,000 INT) and causes healing from Bishop's healing skills to ignore all anti-healing effects for self and party members.
Cooldown: 120 seconds.
Current version of Holy Water both sucks and doesn't give control to the Bishop player for her own support skill. This version will both allow Bishop to always be a healer no matter the situation and be in full control over her own support skill.
Holy Fountain being a healing area every second is also to give control back to the Bishop so that Bishop is in charge of keeping the party alive, and not relying on the party members to keep themselves alive, which inexperienced players will never do and the main role for supports is to help the inexperienced to stay alive because these are the players that need the help. Experienced players can keep themselves alive without supports.
Resurrection:
Remake:
Restore +1 death count for party members for areas with a death counter and self becomes invincible for 10 seconds.
For boss maps without a death count, restore 20% of the metre that would cause you to lose the fight.
This cannot exceed the max limit to the boss room.
Cooldown: 300 seconds.
Resurrection was a great tool for old MapleStory, but it is currently completely useless for current MapleStory. This will restore it back to its usefulness and uphold to its original intention which is help party members stay in the boss fight for longer.
HYPER SKILLS:
Passives:
(Replaces Holy Magic Shell's Hyper Passives.)
1: Heal's heal increases to 15% HP. (+5% HP every second)
2: Holy Fountain's heal increases to 15% HP. (+5% HP every second)
3: Angel Ray's heal increases to 15% HP. (+5% HP every attack)
JOB 5:
Benediction:
Refocusing Rework and New Additional Effect:
New Mechanic: Benediction will now have two modes that changes what it offers based on what mode you are currently in with "Righteously Indignant".
Both versions of Benediction are still the area bubble around Bishop's location.
Vengeance Benediction: For the next 20 seconds, create a zone of destruction around self that grants party members 5% (+1% per 4,000 INT) increased Final Damage, up to 30% Final Damage, and +3 Attack Speed. Self gains 30% Final Damage [at rank 30] while active.
Benevolence Benediction: For the next 20 seconds, create a zone of life around self that grants self and party members 30% (+1% per 1,000 INT) increased healing, plus periodically restores 5% (+1% per 10,000 INT) HP and 1% (+1% per 25,000 INT) MP every second.
Cooldown: 60 seconds.
Cannot be toggled off when activated.
During the same duration, can swap between the two Benedictions at will as much as you like.
This restores Benediction to be for big parties and have Awaken for small parties, create a clear identity between Bishop and Lynn, includes making Bishop the superior large party healer and Lynn the superior single target healer.
The reason for the Benediction split is to make it more of an interesting skill to use. Do you decide to buff up the party's damage or make your healing even stronger? This decision making, as simple as it is, makes being a support more fun to play as with deciding between a big moment of power for Final Damage buffing or Final Healing buffing.
The other part for the split is that we can make Benediction's utility side a lot stronger since you need to decide between offense or defense, rather than always get a bit of both.