This is a soft rework to refocus Bishop as that dedicated super healer and support job.
Most of which will be quality of life improvements to make the support skills better to use for modern MapleStory and update effects so that they are usable for modern MapleStory (some effects are outdated and no longer useful unlike back in the old days, Mystic Door being one example of useful back then and no longer very useful now).
Reworked Concept Skills Below:
Job 2:
Holy Arrow:
Addition: Heals self and party members the arrow passes through for 10% HP.
Heal:
Heal self and party members for 100% Recovery and apply a healing buff for 15 seconds [increases with buff duration] that heals for 10% Recovery every second.
This deals damage to Undead Monsters.
Cooldown: Removed.
New Skill:
Blessed Shield: [Master Level 1 / Automatically learned upon becoming a Cleric.]
Passive: Healing party members beyond 100% HP will over heal them, granting them a shield for 5 seconds, maximum shield is equal to 10% of their HP.
Over healing conversion rate is equal to 10% of the regular healing amount.
[FEEDBACK: This is in combination of each other for the Cleric changes.
Heal no longer has a cooldown and can be spammed once again like in the past.
The healing value of the direct cast is reduced in exchange for a healing over time buff to self and party members so that Bishop can function as a class that is always healing, but can still use her attacking skills at the same time and only needs to worry about maintaining the healing buff. And if the player wants to further boost that healing then they need to sacrifice the use of attacking skills.
By removing the cooldown will allow the skill to function as an attacking skill again against Undead Monsters...
And this new passive skill is something small that is meant to help teach and encourage the player, as the healer, to always be healing the party and is rewarded with a small shield to help keep the party alive as a healer-protector job.
Holy Arrow gaining 10% HP healing for self and party members is to help make it feel more useful to use as a support and makes it feel like a baby Angel Ray.]
Job 3:
Holy Fountain:
Summon a fountain for 30 seconds, healing self and party members near it for 15% HP every second.
Cooldown: Removed.
[NOTE: Bishop only restrictions where if Bishop summoned a Holy Fountain then the caster cannot summon Decent Holy Fountain. If Bishop summoned Decent Holy Fountain then summoned Holy Fountain, Holy Fountain will delete this Bishop's Decent Holy Fountain. Holy Fountain takes priority in all scenarios when playing as the Bishop.]
Decent Holy Fountain:
Summon a fountain for 60 seconds [+2 seconds per rank = 60s at rank 30], healing self-only near it for 15% HP every second.
Cooldown: 60 seconds.
[NOTE: All restriction for Decent Holy Fountain is removed! It is turned into a self-only healing summon where you passively get healed for standing near it, this places it in line with other Decent Skills where they are self-only effects of a party skill.
If a Bishop is in the party and places down Holy Fountain then you can be healed by Decent Holy Fountain and Holy Fountain at the same time.
Despite the healing being the same, the weaker aspect to this skill compared to Holy Fountain is in two aspects:
1. Decent Holy Fountain effectively doubles in power when partying with a Bishop and benefitting from real Holy Fountain since Decent Skill are roughly half the power of the full version.
2. Bishop has other healing skills to further boost the overall healing.]
Remake:
Mystic Door:
Place down a mystical door for 600 seconds.
Party members that press the up directional key while standing at the door will instantly teleport to the caster's current location.
Bishop can hold down their teleport skill while standing at the mystical door and move around a special cursor with the directional keys, upon releasing their teleport skill key will teleport the user instantly to that location regardless if there is a platform or not.
[NOTE: Decent Mystic Door would be deleted and replaced with Decent Holy Magic Shell. More on this in a bit.]
Dispel:
Cleanse all abnormal status effects on self and party members, and grant a buff of abnormal status immunity for 5 seconds [increases further with buff duration].
Cooldown: 60 seconds.
Holy Magic Shell:
Apply a protective barrier to self and party members for 20 seconds [increases further with buff duration] that will block attacks and reduce % HP attacks damage by 15%.
Cooldown: 90 seconds.
[NOTE: No longer heals, this will only be a protective buff and it is entirely duration based, no more limited attacks either.
All other restrictions are completely removed.]
New Skill / Replaces Decent Mystic Door:
Decent Holy Magic Shell:
Apply a protective barrier to self for 30 seconds [+1 second per rank = 30s at Rank 30] that will block attacks and reduce % HP attacks damage by 10%.
Cooldown: 90 seconds.
[NOTE: Holy Magic Shell will override the effects of Decent Holy Magic Shell.]
FEEDBACK: Breakdown the reasoning for things.
Current Holy Fountain's design sucks and Decent Holy Fountain misses the mark of the purpose of Decent Skills which are weaker self-only versions of the party skill version.
Having the effect be active is bad on two aspects:
1. Most players, especially inexperienced and casual players, will never use an effect like this. And the players that do use an effect like this are good enough to never need this type of skill in the first place. The goal should be to help those not good enough to make it on their own, not make the strong even stronger.
2. It removes control of helping other away from the healer. The one playing as the support should have full control over their own skills.
By making Holy Fountain into a passive healing every second skill when near it will have it serve its purpose for everyone equally, which in turn makes it infinitely better to help those that actually need the assistance.
Holy Magic Shell change is focusing this skill into a skill that helps the Bishop to keep her party from dying and be more useful with a longer duration, and removing pointless restrictions like having an on-target cooldown and limited amount of hits that target can take. Much simpler for it to just be durational based and allow it to benefit from buff duration.
Dispel change is making it more useful for the present MapleStory with it becoming an abnormal status immunity buff. This allows it to be a proactive effect rather than the impossible task for present MapleStory design of a reactive skill, and feels better to use by having a less frequent effect that is more noticeable.
And Mystic Door being changed completely to, at the very least, be a more fun effect to have than be a return scroll where that function is no longer useful for present MapleStory.
The hopes is that by having the party effect be party members can teleport to Bishop's location will be more useful for bossing while have a feeling of its original design, while for Bishop giving her a special effect of a long range teleport that can teleport her even into an air location! This self effect could possibly prove to be useful for mobbing and bossing scenarios.
Job 4:
Remake:
Holy Water:
Apply a buff to self and party members for 20 seconds [increases further with buff duration] that grants 50% increased healing from skills and potions, and causes healing from Bishop to ignore all anti-healing effects against the target.
Cooldown: 120 seconds.
Resurrection:
Revive all currently dead party members within range and grant them invincibility for 10 seconds.
All party members missing a death count, in places with a death counter, restore +1 lives to their death count. This cannot exceed the max death count limit.
Bishop gains 10 seconds of invincibility upon using this skill.
Cooldown: 300 seconds.
FEEDBACK: For Holy Water, similar to Holy Fountain, removing control from the support to be able to support the party feels awful.
This new change will make it feel like Blood of the Divine, but the healing version of it. Now you will gain a Final Healing buff to make your healing even stronger for a duration and grant Bishop the ability to always be a healer no matter what with an anti-healing ignore effect.
For Resurrection, this skill is an outdated skill, and so to update it grant it the ability to restore lives to party members every time it gets used, while retaining the ability to resurrect party members on the spot as well. Restoring lives happens whether the target was resurrected or not.
This comes with refocusing the skill as an utility skill to stay in boss fights longer and removing the damage buffing aspect to it.
The other pain point for this skill is having absolutely no benefit for the Bishop user. Now granting it something simple like 10 seconds of invincibility will be a nice effect to have that is useful while not giving Bishop something insane.
Hyper Skills:
Passives for Holy Magic Shell are deleted and Heal gains Hyper Skill Passive effects:
1: Heal can now damage all monsters.
2: Heal's base duration increases by +5 seconds.
3: Heal gains 20% increased healing.
Job 5:
Refocus-Rework:
Benediction:
Bishop creates a blessed area around herself for 30 seconds, affecting self and party members within and granting them +3 Attack Speed.
This blessed area will either be a Holy Garden while in Benevolence or a Holy Battlefield while in Vengeance.
Holy Garden: Grant 60% increased healing from skills and potions, and restore 5% HP +1% per 10,000 INT and 1% MP +1% per 25,000 INT every second and 5% +1% per 12,000 INT damage reduction, including from % HP attacks.
Holy Battlefield: Grant -60% decreased healing from skills and potions, and grant 15% +1% per 5,000 INT Final Damage. Bishop gains 30% Final Damage instead.
Cooldown: 120 seconds.
FEEDBACK: To start, for clarity, changing forms after casting this new Benediction will change Benedictions effect as well. It is not locked to one effect the whole time after casting it.
The other clarity is that all weird restrictions are removed entirely. The skill will always apply the full amount no matter what, no matter how many people are inside of Benediction, like how it should work.
The intention to this change is two fold:
1. Make the skill more interesting by splitting up the final damage and utility effects. This does mean the utility side needs some love like granting it damage reduction for players to actually switch over and use it and not just default to the final damage buff every time.
2. Incorporate Righteously Indignant into Benediction with having a full utility support form to keep the party alive or by having a final damage buff form for more damage and slay your foes!
But this should help balance out Benediction and have it be powerful by making the player choose between better healing and protection, or dealing more damage, rather than have a bit of everything while active.
The healing penalty while using Benediction for the final damage is intended to help make the damage form less tempting to default to and to make the player think about wanting to switch to the utility form and use that.