Can't edit it, I'm on my phone.
I meant regen and sheild.
But yeah, L2P
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Can't edit it, I'm on my phone.
I meant regen and sheild.
But yeah, L2P
Ah.
You're that AST on the alliance who thinks they did some work when they barely "saved" the MNK, who didn't actually need your help in the first place, after they jumped in to harass the BLM. Meanwhile I've just Balance > Celestial River > Microcosmos > Gravity x2 your entire alliance as the 6 SMNs all simultaneously had Bahamut barf bomb the battlefield, resulting in your 1 life saved but 13+down, effectively saving the BLM the MNK jumped in to harass in the first place.
And then, 2 seconds later, my alliance falls to pieces over the 4 perfectly coordinated DRG LBs when they couldn't escape the 4 DRK salted earths, and the status quo continues to fulfill itself while I dive in headfirst to be cool, too.
Do you even actually PVP bro?
Yeah and having premades where 1--2 DPS could carry alone because they were having 2-3 pocket healers making them literally unkilleable.
A BH5 WHM could heal you full in 2 seconds.
The change to healers in the new PvP seemed necessary to ensure that Crystalline Conflict isn't made lopsided for teams with a discrepancy of healers. While this has naturally bled over to affect Frontlines, I don't think this is a bad thing. I'm old enough to remember full 24 alliances queued up and waiting at the spawn with 1-0 healers across the team. While you absolutely could win without healers, that was only when the vast majority of the team knew their s*** (rare) or through scoring off of objectives and not being focused by either team most of the match (not as rare, but uncommon).
Without dedicated healing roles, now every person has several self-heals and a "full-HP/MP" button with a 5-second casting time (you'll be miles ahead of the average player just by acknowledging this skill's existence), players have more self-agency than ever to keep themselves alive than ever before. No person should be able to be kept alive through an onslaught of half-a-dozen or more people because a distant person's heals negates nearly everything that was done in the last 10 seconds. Spot-heals are fine if someone needs a few more seconds to run to safety (and not trailed by a dozen people), which is what WHM and AST still can do.
Hard disagree. None of the "healers" are just another dps with a weak 1-button spam. AST is a hybrid of support, AoE pressure/burst, and interference. WHM has burst, interference and kill set-ups just by the existence of Miracle, support and one of the most useful and well-rounded LBs in Frontlines that charges quickly. SCH naturally is mostly support, but can buff the damage of all nearby teammates / DoT and debuff an insane amount of people at once (which will build up many assists if your team doesn't suck), and the ability to apply a shield on their whole party can be clutch if their party isn't attentive of SAMs baiting with Chiten. SGE unfortunately is probably the most handicapped healer in Frontlines, as their effectiveness is reduced if they can't be near point-blank (which is basically an invitation to get dogpiled for not having a 60% defense bonus) to use their most effective DPS skills, otherwise they're really only useful for applying short defense debuffs, limited shielding and dropping an incredibly situational LB.Quote:
With the current pvp kit you are just another dps but with a weak single player heal every 15 seconds and a dmg ability every 15 seconds. It feels so boring and simple to play compared to what it used to be, and while this issue is the same with every job, healers suffer from it more.
Heck, getting Battle High 5 has never been easier on healer than it has been after the PvP rework.
Spreads aids like the best of ‘‘em sch for life.