1: Thanks to editing, it may have been missed but yes, the original idea was that Protect would upgrade to Proshell at 66 (becoming 10% mit instead of 5), then Aquaveil at 86 (becoming 15% mit). Since we came to the agreement I've changed it to be Protect upgrading to PI. I'll re-edit that part to include the change to PI that this would cause after this post
2: cool
3: Stoneskin/Bastion/Sanc are gated by lilies as a mirror to how SCH's burst healing tool (Indom) is gated by Aetherflow. Having it as a standalone cast as it was in the past will likely feel clunky, especially with these lilyspender versions being instantcast. Imagine you just finished a cast of something, and the boss starts winding up a raidwide. Now you have to wait the full GCD, then the whole cast time of the Sanctuary cast, then the animation delay, chances are you're not getting the cast off in time. Having them like this makes it more responsive, at least that's the intention
4: it's at 66 because there's a gap there, it could be lower and have it's potency adjusted if needed
5/6/7: cool
8: Protect would be AOE like PI, as it would become PI at 74/76 whenever it was
9: Now comes the part where you misunderstood things. Fluid Aura was a OGCD. This suggested Water skill is a GCD with a unique CD, similar to something like Goring Blade or Sonic Break. It cannot be compared to Assize because they're very different in function.
10: I'm also not a fan of DOTs, but WHM's always had em so I figure it has to stay. If the devs made it 12s CD GCD, I wouldn't lose any sleep over it. However, I would have concerns that people would start going 'we have a 12s GCD and a 15s GCD why not just combine them into one button' and then we'd be back to where we are now, keeping one as a DOT avoids that (and you can multidot with it, you can't with Banish because of it's CD)
11: Then add it as an aspect of the current Lily Gauge, I'm not fussed. And there's plenty of other examples of gauges that service 'one ability', or 'one ability, or it's AOE variant'. PLD might as well be the Sheltron Gauge. WAR is the FC gauge. DRK is the Bloodspiller Gauge. MNK is the TFC Gauge. DRG's doesn't even need to be a gauge, it could have been a regular 30s buff. SAM's kenki gauge is now the Shinten Gauge, given that Iki lines up with Senei and gives enough gauge to use it instantly. MCH has TWO gauges that are dedicated to one ability each, Hypercharge and Queen respectively. Yeh it'd be nice if FairyGauge was useful on more than one skill sure. But I look at it less as Fairy Gauge and more like WAR's, you get it to 50, you press the one button it's useful for, it has big impact and you feel good about it.
12: Yes, the point of them being AOE is so you can use them in AOE and not feel like you're losing damage by singletargeting. And what do you mean, 'DOTs that don't interact with the kit', I guess I have to edit in that these would also build the gauge at the same rate as their non-empowered counterparts? I figured that'd be obvious but maybe not. And there is no redundancy because as previously mentioned elsewhere (and maybe I'll even edit it in because it's apparently not obvious enough), the Quake skill would replace Glare on your bar while you have the buff. Like how Inner Chaos replaces Fell Cleave on the bar when you have Nascent Chaos. Same for Tornado replacing Dia, Flood replacing Banish. There would be only one new DPS skill keybind, and that's Banish, everything else damagewise makes use of the current keybinds. If anything is causing button bloat here it's going to be the healing side of things.
Actually that reminds me, I need to add a note about re-adding Cleric Stance, let me get on that
Quote:
Originally Posted by
Renathras
The sad thing is, I'd LIKE this DPS rotation...on a DPS Job. And I don't mean that sarcastically. A DPS Job which had a basic nuke, a basic upkeep DoT with a short duration (every 4th GCD in single target), an oGCD 4x per minute, builds a gauge by taking any of those actions, spends 50 gauge probably at the 1 min mini-burst mark and 100 gauge (2x cycles of the big damage) during 2 min big burst phases. The burst consisting of one big hit, one big oGCD, and one big DoT spread, which each stacking twice. In the burst you'd lead in with Blessing, (having used one some time before getting to your 100 cap again for burst), then with the DoT (Tornado), weave Flood into Quake, Flood and Quake again, (now you have 0 Flood, 0 Quake, 1 Tornado remaining), Blessing again, weave Flood into Quake, Tornado again to snapshot under the burst, then get back to your normal Stone/Aero rotation until Tornado wears off, and then cast it again to refresh that DoT as well.
Here's the issue, people, on average, don't like current SMN for being too on-rails, too simple, nothing to optimize outside of 'where do I put Ifrit'. This would be the same if it were a DPS. I have tried to make it as simple, as forgiving, as welcoming to new players as possible. I cannot make it any more acceptable to you as a healer design without gutting the main thing that makes it 'an improvement over what we have' in my eyes, that being the shortening of Dia and addition of Banish. Removing those makes the whole thing fall apart. And it should be noted that this is still miles behind the 'complexity' that any of the healers in this game's closest competitor have.