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  1. #11
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Feyona View Post
    Im not sure because the half healer wouldnt have the big heals necessary for tank busters etc and their only healing output would be through damage, not being able to choose where it goes. I woul suggest that that class could also go dps as change of stance but no change of stance during a battle
    Unless the new raids feature a lot of back to back tank busters within a few seconds that wouldn't be a problem, even now you don't really have to topup tanks after a tank buster since they'll only be taking auto attacks for like a minute until they have to face another tank buster. Usually they could be topped up by a regen and pet heals. You can coordinate tank mitigations and self heals to help, as well as tank swaps. Forcing healers into two groups would be going in the direction of the current tank meta, where there are "main tanks" and an "off tank" due to dps skills that proc on getting hit (parry/block/taking dmg), but that doesn't really work since the devs must make the off tank type tanky enough to tank every content in the game, making the off tank type good enough for mitigating damage while bringing more dps/utilities.We still see drk/war as the optimal composition because of the LB penalty, if we have another off tank type like warrior, the optimal meta may include both of them. The same will have to hold if you have "full healers" and "half healers", the latter will have to at least be able to heal every content in the game. They probably can make that kind of system work, where there are two types of tanks and two types of healers, but considering the info they released about stormblood they seem to try to move away from that, since they mentioned stuffs about warrior being guaranteed a spot in raid groups for now and they want to change it.

    You also have to take into consideration player skill gaps, maybe an average group needs a full healer and a half healer to fulfill the healing requirements, while a really good group can do the same with two half healers. As of now the gap between skilled and average groups is quite insane, the amount of heals required to keep a group of skilled players alive is so much less than the amount done by healers in average groups, and that's where they get so much time to dps. Pushing for more healing requirements would make the top healers do less dps and heal more, as well as make the average healers unable to keep up with the healing checks.
    (0)

  2. #12
    Player
    Feyona's Avatar
    Join Date
    Sep 2015
    Posts
    663
    Character
    Reigne Bo
    World
    Omega
    Main Class
    Scholar Lv 70
    Quote Originally Posted by aleph_null View Post
    Unless the new raids feature a lot of back to back tank busters within a few seconds that wouldn't be a problem, even now you don't really have to topup tanks after a tank buster since they'll only be taking auto attacks for like a minute until they have to face another tank buster. Usually they could be topped up by a regen and pet heals. You can coordinate tank mitigations and self heals to help, as well as tank swaps.
    Half healer being able to change stance into a full healer kind of covers the being able to do all content the rest would be choosing a healer class that can dps if they want. As for the other point about only wanting half healers in group that wouldnt have big aoes or choice of what gets healed still think full healer may be required except in the really exceptional groups that can keep alive with half heals at one at a time Justo add that not everyone will want this class cos they will still have to dps in some groups and some dont like dps, so it may not be a choice for some , but gives the full healer and the half healer plenty to do in lots of content, plus makes the class very unique
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    Last edited by Feyona; 03-07-2017 at 12:10 AM.

  3. #13
    Player
    Reiryuu's Avatar
    Join Date
    Sep 2013
    Posts
    874
    Character
    Imbri Undinare
    World
    Kujata
    Main Class
    Paladin Lv 90
    Other idea/suggestions:

    - Healer that uses HP instead of MP to heal replenishing his/her own HP with skills like Drain (HP) and Osmose (MP) perhaps even having an ability like the astro has that links the healer's HP to the tank's HP allowing the healer to share some of the tank's damage which it could then replenish via draining again.

    - Healer whose damage to a mob grants healing effects to nearby allies, also having a "debuff" for a mob that players that damage the mob occassionally gain a healing stack. These stacks of healing will heal the player a set amount if they receive damage before they wear off.
    (0)

  4. #14
    Player
    Deliciou5's Avatar
    Join Date
    Mar 2012
    Posts
    196
    Character
    Mortis Deus
    World
    Malboro
    Main Class
    Conjurer Lv 80
    To take a crack at the new healer concept i thinks something akin to shaman would be cool, even though AST is already a buffer, i think a buff/debuff specialist who didnt have nukes really but relied on a invincible spirit animal melee pet would be cool, and that the caster would have very powerful buffs/debuffs to support their pet and the other part members. Maybe each buff/debuff would be very powerful when single target casted to make a significant difference, but when you apply it to more than one person or target it would weaken everyone's potency. Or you could go the WoW route and have placeable totems that only last for so much time and that players would have to communicate with each other in placing them to maximize effects.

    You would also need advanced knowledge of fights to best place them kinda like blm gets better when he knows use certain CD's after they get more used to the fights. Then have a few proactive buffs/debuffs that dont last long but are very powerful, that you would need to refresh party members buffs in between healing. You wouldn't have to command your pet too too much, just debuff the enemy/enemies you want them to target, if you change your debuff into aoe it would cone/aoe attack all of them for less individual damage, and all its special moves would be automatic, just keep pet buffs up to keep best damage up.

    I know scholar already has healer/pet thingie going on, but from a gameplay standpoint i think the entire concept would be fundamentally different. Your Pet wouldn't help heal just support damage and maybe have some CD's where you can have the pet help buff party members instead of healing, and be melee based which would change its dynamic so you would really have to place it and micromanage it much, just keep it buffed, and its target debuff to select which enemy you want it to attack. Making it very focused on the caster doing everything it can to keep the party buffs up, and then having time to give dmg resist down debuffs, growth(increase size of party members), thorns shielding for tank and other stuff that boosts the parties damage or efficiency. Because the mage itself wouldn't be capable of dealing direct nuking damage or aoe nukes so i think the overall balance it would bring to the table would balance itself out with other healer classes if its sticks to maybe a few dots that are paired with powerful debuffs, if they even have dots attached to them at all.
    (0)
    Last edited by Deliciou5; 03-12-2017 at 05:19 PM.

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