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Classic World: Cleric+ Changes:

StaconaStacona
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edited August 6 in Suggestions, Feedback, and Requests
To start, we need to fix the issue of only have 1 support in the game and introduce a lot more new support jobs.
(This will be focused on Cleric+ entirely, but saying we need to have more support jobs both for playstyle variety of choice by players to pick what they prefer and to create support competition for we don't have a 1 job dominance since that is the only support available in the game. We should embrace the party play aspect.)

[Other point, I think things like Magic Rocks and Summoning Rocks should be removed entirely and skills should not use additional resources to use. This is an unneeded annoyance to the game that never added to the experience, it just made the experience feel worse.

And no job should have their main mobility skill have a cooldown with it. This will just make the game feel clunky to play.
Only need to keep certain mobility unique to each class type.]

For Cleric (and higher job advancements), let's focus on the support side, but one where you can do more than only heal and do other things while always being a support and healer while making Cleric+ feel more active than in the past.


CLERIC:

Heal: Adjusted:
Heal self and nearby party members for 100% Recovery that reduces based on targets healed, this can damage Undead Monsters, and apply a healing buff for 15 seconds, healing for 20% Recovery every 1 second.

[This allows for the user to be able to always heal the party, still be an active healer, but allows the user to do more things than only heal with a healing buff added to it (healing buff does not divide its power).]

Bless: Remade:
Offer a blessing to self and party members for 30 seconds that rotates its effect between the Blessing of Power, Blessing of Rejuvenation, and Blessing of Invincibility with every skill use. The same target can receive all 3 blessings at the same time, duration of a previous blessing does not refresh.

Blessing of Power: Offer 30 Weapon and Magic Attack.
Blessing of Rejuvenation: Offer 10% increased healing from potions and 25% increased healing from Heal.
Blessing of Invincibility: Offer 20% increased weapon and magic defense, and +20 Avoid.

(Added) Cooldown: 10 seconds.

[This is intended to make Bless more interesting of a skill with a rotating buff that has a short cooldown, and the duration of the buff to be short so that in combination of each other, Cleric feels like an active buffer and one that removes the AFK buffer so that Cleric has to be actively played to gain the benefits from a Cleric.]


PRIEST:

Dispel: Adjusted:
Cleanse abnormal status ailments on self and party members, and apply a buff for 15 seconds that cleanses abnormal status effects once every 2 seconds.

(Added) Cooldown: 3 seconds.

[This is intended to allow the Priest playstyle to do other things rather than constant cleansing duty with Dispel spam with a Dispel Buff.
The tiny cooldown added is to add more skillful use with Dispel, gain the quality of life of having a dispel buff, but balanced out with no longer able to mindlessly spam Dispel too.]


Holy Symbol: Remade:
Apply a Holy Mark on nearby monsters and party members for up to 60 seconds.

Casting Bless against a party member with a Holy Mark will consume the mark to increase the effects of that blessing by 100% [at max rank].
The same target can only have a Holy Mark once every 25 seconds.

Monsters with a Holy Mark that were killed by a party member and not by self, then self gains 100% increased experience [at max rank].
Monsters with a Holy Mark gain holy-attribute weakness and become undead status, attacking the monster with a holy attack or with Heal will deal 50% increased Final Damage [at max rank] and consume the mark.

[The idea here is remaking Holy Symbol into an active skill that enhances Priest's kit and combos with it. I don't think it should be changed into a resurrection skill and instead be focused as a buff skill still, it also adds a skill component to Bless with having the user pay attention to what version of Bless is next available to use and enhance that.]

Doom: Remade:
Apply Doom against nearby monsters, self, and party members for 10 seconds, causing each target to take 20% increased Final Damage.
Self and party members with Doom receive half the healing from Heal.

The active component of Dispel can cleanse Doom against self, nearby party members, and nearby monsters.

Cleansing monsters causes them to deal -20% less damage for 10 seconds.
Cleansing self and party members grants them +20% damage reduction for 10 seconds.

Cooldown: 18 seconds.

[Doom sucks, this will at least make it interesting of a skill to use and has an effect that actually does something.
Plus the double-edged sword component grants it a risk-reward element, and offering it a combo aspect with Dispel makes the support play more engaging.]



BISHOP:

Genesis: Adjusted:
Call forth beams of holy light to reign down on up to 15 monsters, dealing massive damage.

If the monster has a Holy Mark applied to it, Genesis does not consume the mark and instead cannot reduce the target's HP below 1% and refunds 75% of Genesis' MP Cost.

[This turns Genesis into a supportive attacker, while also fixing the AFK Genesis spam of the past with adding on an active component of apply Holy Symbol, then Genesis, then the monsters needs to be cleaned up actively by party members for the self-only increased EXP boost - it will be about helping party members kill monsters rather than recreate the leeching days.]

Advanced Bless: Remade:
Passive: If a target receives all 3 Blessing effects, then extend the Blessings by +10 seconds and apply Blessing of the Divine for 30 seconds.

Blessing of the Divine: Offer 25% reduced skill costs, 25 speed, 10 jump, and +15 weapon and magic attack.
[This can be enhanced by Holy Symbol as well.]

[Rather than replace Bless entirely, why not have an effect that further enhances Bless passively.]

Angel Ray: Modified:
Party members that the arrow passes through receives a buff for 5 seconds that causes Heal to heal for 50% more [based on max rank], also applies to self.

[Just be cooler if this was made to further enhance the existing skill kit rather than ignoring the previous skills exist and plays off of the new Heal's healing buff addition.]