You could remove half of sage's heals and replace them with abilities that synergise with, and spread kardia and/or do damage. Then you can give sage an actual damage rotation.
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You could remove half of sage's heals and replace them with abilities that synergise with, and spread kardia and/or do damage. Then you can give sage an actual damage rotation.
SCHs got scammed, because going from Stormblood to Shadowbringers, they killed most of the DPS rotation, then added more healing spells that accomplish less work. A lot of really boring healing spells, at that, which feel extremely uninspired and like not a lot of consideration went into it. Can easily cut 6 or 7 abilities, make the existing ones more exciting, and maybe add another damage ability or two.
Feint and Addle are incredibly helpful in raids, though I think it would make much more sense if they went back to the healers instead; the amount of times I've seen DPS players properly use Feint/Addle, even in Savage, (outside of coordinated groups where mitigations are planned) is probably less than 10.
Seriously Feint and addle both should be taken from the DPS (Who rarely ever actually use them), repackaged, and given to healers as role actions.
Feint = Protect (party based)
Addle = Shell (Party based)
There, you have 2 ICONIC spells. Protect used to be in the game but Yoshi removed it for "reasons", mostly because it was a once fire and forget spell. Put a short CD on it, and short Duration and then it's much more active.
That is a cheap excuse from them.
We have classes that have dots with a higher cooldown than duration and they could easily rework skills to function as a partywide buff instead of a debuff. Instead they chose to keep dots that clutter the debuff bar during burst (like GNB dots) and cut the more meaningful dots from healers that resulted in a more varied and constantly changing rotation just so a worst case comp can still go all-out with meaningless dots you literally can't mismanage/ refresh too early because they're on a cooldown that exceeds their duration.
Brilliant.
Cure 1 needs to be upgraded to cure 2 and free cure removed.
For what amounts to the highest potency DOT in the game damn does sonic break have such a terrible animation
But overall yes why does GNB need 2 DOT’s why does PLD need 2 DOT’s, why does deaths design have to be a DOT, the game was fine when SMN and the healers were the DOT mages, but of course it’s healers that have to lose their DOT’s for the DPS, the only DOT on a DPS class I actually like is tsubame but that’s because it actually works within the loop of SAM’s rotation, the rest could easily lose them or have them changed to “DOT associated” abilities like automaton queen or dark passenger that don’t clutter up the debuff list
PLD will probably never see their DoT removal, ever. Same goes to DRG & BLM, for obvious reasons.
These are the jobs that often get a certain degree of simplification but never had their gameplay nuances outright removed because the devs knows it’s possibly the big part of the fun playing said jobs.
And of course it has to be healers who bite the bullet(s). :^) I have stolen one of the best quote on my sig to express my distaste.
I completely understand keeping the dot on BLM because it adds a layer of difficulty for the whole fight instead of being this niche thing that you get to optimizer once a year.
It's another timer in addition to Eno and Poly stacks to watch which will constantly shift a bit from it with the +/- 3s refresh window, can even be better to drop it for a tick in order to finish a Transpose line, it's another potential filler during UI and helps setting up Transpose lines, it's a movement/ weaving tool and consistently sharping it as opposed to Firedox is something to work towards while getting better at a fight.
But GNB? I really enjoy that class but the dots are nothing but fluff and any button with the same potency would do.
The only times when you can really optimise it is when the boss has odd transitions/ kill time and you wouldn't get enough dot ticks to make it worth using over other skills.
How often does that happen?
Not nearly often enough to justify them taking up a debuff slot.
Having a dot just for the sake of it is pointless, dots can be an interesting part of the rotation but there has to be a layer of difficulty to it instead of them just being a "press on cooldown". Some synergy/ interaction, the potential to mismanaged them and also the potential to use them as a calculated lower dps loss than the alternative.
All healer dots ticket the last two boxes and the first can easily be added as well.
Honestly I disagree on that one. Most healers rarely use their toolkits too, so that's not really a good reason and trimming utility from one role to add it to another is a really bad direction to go down. I don't want to see dps simplified even further.
On the other hand, if they scrapped this whole shield/barrier nonsense, they could straight up give your Protect and Shell idea to WHM and (with some rebalancing) let AST have Noct back as a stance it can switch between in combat.
Honestly, giving a purely fluff bleed-like effect to a sword wielder whose sword might actually cauterize wounds isn't even that great fluff. Both moves specifically even look like single high impact strikes, you'd think the dots were from one of the ones with a lot of slashing or burning action.
My idea with that change is to make healers into the more buff / debuff oriented jobs they should be. If the devs aren't going to increase our damage, at least let us be buffers / debuffers.
Protect / Shell
Faith / Bravery etc etc
Could even split them between the shield healers and regen healers to try to incentivize bringing both.
I am no longer if favor of removing spells such as Asylum and Tetra for WHM. Instead, I'd recommend the following be changed:
- Remove the "Free Cure" Trait
- Have both Afflatus Solace and Afflatus Rapture spells move down to level 30 and merge with Cure 1 and Medica when a lily is in bloom
- Temporarily replace Holy/Holy III with Misery when a blood lily is in bloom
- Merge Benison with Aquaveil and leave it with two charges
That's four buttons cleared up for WHM, making plenty of room for DPS/Support abilities. Excluding role actions, the total amount of buttons the job would have went down from 32 to 28.
From my experience as a non-savage raider:
1) Have Cure 1 upgrade directly to Cure 2. Only reason I still have to keep Cure 1 on my bar is when I go into lower level dungeons.
2) Get rid of Esuna. It's like 99% useless since most things can't be removed anyways. It seems like it's only useful for a few things like the first boss of Dead Ends and some of the Dooms so it feels like a gimmicky spell at this point (is it useful in the top-tier raids?).
3) Change Medica 2 to be a direct upgrade to 1, without the regen. Raid-wide regen seems useless now since raid-wide damage is big hits and healers just heal everyone to full anyways.
I do not recommend removing Ensuna. It's a FF staple and I'd rather that SE introduce new mechanics/debuffs that require Ensuna to be used such as introducing Doom mechanics on Dead Ends and the new dungeon. Yes, the mechanic is avoidable, but it at least makes sure the healer hasn't forgotten about it's role skill. Increasing the damage you receive from dubuffs like Poison and Burns would also allow more use of the skill. To be honest, it's kinda SE's fault for not introducing mechanics that require healers to use Ensuna. A lot of players, especially newer players and Slyphies, have forgotten about this skill.
As for WHM's regen mechanics, I'd rather that SE rework regen entirely. I'd be fine with removing Medica II and just rework Regen as an oGCD For example:
Regen
Type: Ability
Cast: Instant
Cooldown: 40secs
Effect: Adds a Healing over Time effect on Cure I, Cure II, Medica, Afflatus Solace, and Afflatus Rapture when cast on yourself and/or on nearby party members.
Cure Potency: To be Determined
Duration: 15secs
Cure 1. Just combine cure 1 and cure 2 to be cure. Cure 2 could be change to a off GCD cure. They could keep free cure or delete it.
Question for the SCH mains. How do you feel about the removal of Succor and bringing down Deployment Tactics down to level 35? Given that a Crit Adloquium is so strong at this moment, perhaps Succor may not be needed at all? Perhaps both Deployment Tactics and Indomitability could be brought down to the level 30-50 range if this were to occur. And perhaps Deployment Tactics can work similarly to how it does in PvP. Give it two charges and allow the SCH an option to spread it's DoT or Adlo
Deployment doesn’t heal it just transfers the shield, succor with ET and recitation is about a 750 potency AOE pure heal with a large range (and can be further buffed with fey illumination or dissipation), SCH needs that flexibility with succor in case things go wrong
Deployment is a mitigation tool, succor is a healing tool so to speak
Esuna Soteria Pepsis Repose Krasis Undraw
Not removed but maybe give Medica II a 15-second cooldown so people stop spamming it.
Wouldn't mind this either: https://forum.square-enix.com/ffxiv/threads/400727
I like this, you don't have to remove Freecure though. Move it to a low chance proc on Dia so curebots don't have any reason to purposefully play the game bad. Freecure could also fit in a new proc-based damage rotation if we're going that route. I'd rather Aquaveil be removed and Confession gets a 10% defense buff. Also, there are moments where you'd rather have Holy's stun before using Misery, I think that can stay its own button.
SCH is in a tricky spot for me because while it experiences the most button bloat out of all the healers, a majority of the tools still feel fun to use. With Fey Blessing and Fey Gauge, these abilities are so uninspired but I think they have real potential to be engaging interactions with the fairy. Selene could've perfectly had Expedient as a support tool. AF heals take a lot of space but all of them feel unique except for maybe Excog. The only tool that I think can go straight to the garbage can is Protraction. I say that I want 3 DoTs back but it'll fill SCH's hotbar to the brim even more, so a more organized rework has to be considered.
Regarding Medica II, one of my previous posts above goes into that spell. Rather that the Regen mechanic be reworked in general. Remove Medica II and rework Regen into an oGCD ability. When used, a regen effect will be added whenever the WHM casts any of their GCD abilities, which goes as follows:
Regen
Type: Ability
Cast: Instant
Cooldown: 40secs
Effect: Adds a Healing over Time effect on Cure I, Cure II, Cure III, Medica, Afflatus Solace, and Afflatus Rapture when cast on yourself and/or on nearby party members.
Cure Potency: To be Determined
Duration: 15secs
I don't mind having Free Cure removed. In fact, I offer a better recommendation. Something that I've been recommending for a while now in these forums.
Conviction
- Acquired at Level 50.
- When an ally's HP is below 50% and is healed by a GCD healing ability (Cure I, Cure II, Cure III, Medica, Afflatus Solace, and Afflatus Rapture) the caster is granted three stacks of Conviction
- Conviction Effect: Increases the dmg potency of Water/Banish by "x".
Water (formally Fluid Aura)
- Changed into a 2.5sec GCD ability
- Deals water damage with a potency of 100
- Additional Effect: Grants Cleric Stance
- Cleric Stance increases damage dealt by 5%
- Duration: 30secs
- Upgrades to Water II/Water III/Banish/ Banish III at later levels with higher dmg output.
These suggested changes do three things in my opinion.
- It would somewhat alleviate the Glare spam
- Encourge less overhealing
- Rewards the WHM for healing
The problem with something like that is of cleric stance plus convocation water is more DPS than just glaring then fishing for convocation stacks becomes DPS positive, this both encourages healers leaving tanks at lower HP to force proc convocation stacks and makes it so the healing is still wasted because the healers aren’t GCD healing to heal, they are doing it to proc convocation
If on the other hand doing all that is a DPS loss then convocation becomes toilet paper lilies 2.0
Perhaps you are right about this mechanic, but let's compromise and see if we can improve it. The purpose of the Conviction stacks is to reward GCD healing. That means a Water/Banished spell enhanced with a Conviction stack must at least be a DPS gain. Not a large DPS gain mind you, but something that rewards WHM for using it's GCD Heals. If so, a Conviction enhanced Water/Banished spell damage potency should be higher than Stone/Glare's potency. I'm not sure how much though. It should be high enough, but not big enough, to reward the WHM player. If you want to remove the Cleric Stance damage bonus, that's fine. Calculating the dmg increase can screw up the numbers a bit anyway.
If you are worried about WHM leaving tanks at low HP on purpose, perhaps we can change the percentage required to heal. If 50% is too low, we can increase it to maybe 60%. Maybe 70% at most.
Should lilies be moved down to level 30 like I requested, we can include traits at level 52 and/or level 76 that can enhance both the lily and conviction mechanics. Here's an example:
Trait: Secret of the Lily I
Acquired: Level 52
Effect: Using Afflatus Solace guarantees the a stack of Conviction.
Granted, this trait only effects one lily spell. But with this trait, WHM can gain up to two Conviction stacks if a lily spell is used to heal at the right moment. I didn't include Afflatus Rapture here as WHM can gain a lot of Conviction stacks with that spell. For the sake of balance, the maximum number of Conviction stacks a WHM can get is three. Maybe four at most.
oGCD spells such as Tetra and Lilybell can also guarantee stacks of Conviction. However, this may be a bit too good as those spells are oGCD heals. It'd be a straight DPS gain if Conviction stacks are gained via Tetra or Lilybell. The later would be outright busted since the heal can be triggered by the player. And that would mean WHM would gain five Conviction stacks off the bat.
I'd say 1 minute on Medica, Medica II, Cure III and the other healers aoe GCD equivalents. If both healers exhaust every oGCD and all 2-3 GCD's and the entire party still dies to lack of healing, the group deserved to wipe and can retry and learn from what went wrong.
Giving healers near infinite chances to recover by blindly mashing GCD heals has lead to horrible gameplay.
This kind of mechanic is great for 4-player content, but in 8-player content things might start to clash. Conviction will particularly hate things like Essential Dignity and Excogitation because healers are now in some kind of race to heal the party first and it’ll be difficult trying to quickly react to the party’s HP at a certain percentage so you get as much damage as possible. WHM will get trolled by any other instance of healing taking away their damage. I always find these ideas of rewarding healing at specific HP with damage to be hard to define because it’ll influence completely different gameplay choices that are just odd, like Supersnow said.
However, WHM already gets rewarded with damage for GCD healing: Lilies! The way lilies work now is the only satisfying thing about WHM. WHM needs a lily spell that's a regen to insinuate keeping the MT up from auto attacks while using lilies for movement so you aren’t just throwing heals to the wind. I’ve said in another thread before, but I think taking a page out of BLM’s fundamental gameplay loop will benefit a GCD-based healer like WHM.
4 basic buttons that interact with a gauge and mode: Stone III, Stone IV, Water III, Water IV. Stone spells spend the gauge while Water spells fill up the gauge. Stone mode allows spending of the gauge for more Stone potency, and Water mode allows the recovery of the gauge through Water spells. Aero spells stay as the DoT that does not effect the gauge.
Stone III spends 10% of the gauge and has a 30% chance to proc instant-cast Stone IV that spends no gauge.
Stone IV does more damage than Stone III in exchange for 30% of the gauge. It transititons Water mode to Stone mode. It has a 15% chance to grant 1 lily.
Water III fills up 20% of the gauge and has a 30% chance to proc instant-cast Water IV that recovers 20% of the gauge.
Water IV does more damage than Water III but only fills up 10% of the gauge. It transitions Stone mode to Water mode. It recovers 500 MP and has a 15% chance to grant Freecure.
Aero II is an instant-cast 30s DoT. Every tick has a 10% chance to proc instant-cast Aero III that deals double damage.
Aero III deals AoE damage but does not apply the Aero II DoT, it only refreshes and spreads it to surrounding enemies.
Assize changes to 60s cooldown and has an additional effect of recovering 50% of the gauge. Glare can be an instant cast GCD that’s available after you’ve used Stone IV, Water IV, and Aero III at least once. A downtime ability, Clear Mind, can be a 4s recast GCD that recovers all gauge. There could also be additional AoE buttons like Quake and Flood but I think Aero III and Holy suffices.
It might be obvious by now but I think WHM being comparable to BLM will make the job much more interesting. And if it gets mitigation on Confession on 60s like AST, I think it will be more viable than before.
I know many dont use trust system but yholta even if you use her as a whm in troia actually have a crazy dps rotation lol. Why does the npcs get better treatments.
I’ll be honest, when I do sage I don’t use almost 90% of my kit. More or less because I don’t need too
for Warriors all I need is like 1 maybe 2 shields and in boss fights the raid wides are so rare and far between that players can simply auto regen themselves naturally, more so if it’s melee DNC waltz or RDM.
Love healing DRK as they aren’t broken and actively need healer reliance. Don’t mind The other tanks but the damage output in bosses and trash mobs is so low and uneventful you don’t need most of your kit.
Astrodyne
1000 times astrodyne. Everytime astrodyne. Please remove this from me immediately.
Freecure.
LOL
Incase you don't know, and I wouldn't blame you, WHM has a passive trait that allows them to fish for a zero mana cast of Cure 2 by prompting a percentile chance with Cure 1. It's so inefficient an idea to fish for freecure in your healing rotation that I'm convinced it's a type of filter mechanic. The level range in which this trait shows usefulness is basically distinctly in the thin range in ARR in which a WHM only has Cure 1 and Cure 2 to throw around on single target healing.
It's nonoffensive at the very least. Like, it doesn't break the game or some such. However, it is disappointing to consider that in place of this useless passive, we could have something else in our WHM arsenal. I would rather get rid of it in exchange for something else fun and/or useful.
https://imgur.com/ycJnS6K
Energy drain on sch.
So tired of getting players that don't know how to use their other aetherflow abilities because of fflogs.
Sage actually does aetherflow correctly with no dps dump ability and sage players are more often better than sch players this tier.
What's most annoying is that the devs never even bothered to upgrade it to synergize with lilies or our ogcds, or anything, like most other jobs would. It's there literally only for the lv30-45 ish bracket and then you just pretend it never existed. (or if/when you get Stone Vigil in leveling roulette with a newbie tank I guess)