My Feedback on Healer Downtime
I've posted in many complaint threads, but yet to make my own with suggestions. I feel the ultimate issue at the moment is that healers can be boring and this is due to a lack of downtime. Playing both SCH and AST, I gravitate to ASTbecause it has more to do, that it is not to downplay any AST issues. Thinking on it:
- Tank gets better at their job, they've more to do
- DPS gets better at the job, they've more to do
- Healer gets better at their job, they've less to do
There's the debate on healers DPSing, but I've seen the main reason people like DPSing on healers is because it gives them something to do.
Then give them something else to do in their downtime. I get downtime is there so it's more approachable to the inexperienced and the difficulty spike is at the high end.
My suggestion then is. Improve AST's card system and give something new to SCH and WHM to do with their own systems of buffs/debuffs.
Then give WHM and SCH systems of their own. Be it to buff, to debuff or a bit of both.
For a bit of flavour I've come up with some ideas, but they are only a flavour for this train of thought. I don't expect people to cheer and go "yay" good ideas, but an idea of how changing it up could be more fun & useful, whilst reducing the need for healer DPS, giving more experienced healers to do in their downtime & still offering some benefit to less experienced healers.
SCH:
Aether Glyphs: Your faerie shouts a glyph. You match it. These glyphs grant your faerie the power to perform certain debuffs. You can think of this system as a hybrid of what DNC and SAM have, whack a mole, but you how many you have changes the outcome. 1 Glyph = Blind, 2 Glyphs = Damage Dealt Down, 3 Glyphs = Vulnerability. These are all cast from the faerie. These would need to be done in a way that's still beneficial, as I recall the blind effect from Ruin II wasn't brilliant when it had it.
In this example, I see an inexperienced healer trying for a Blind because it'll help damage mitigation and then see somebody needs a heal or a mechanic they're unfamiliar with and continue healing.
I also see a less experienced healer sensing their improvement in skill the more they're able to make use of Gylphs. For levelling's sake, start with 1 glyph and learn more (like with NIN & Mudras).
WHM:
Elemental Seals. Lilies can be spent to form an elemental seal. WHM's derives from CNJ, so it'd make sense to exploit the 3 elements they use: Air, Water and Earth. The White Mage can choose a combination of seals. Each seal has a benefit. The final skill executed could be called 'Brave'. Air could be a speed boost, Water could be a damage boost, Earth could be damage mitigation. You'd have the ability to combo up to 3 of these. You can stack the effects of the same type, but with a cap to still encourage a mix & match.
With less experienced healers, I see a similar experience to my SCH suggestion. Just with potency.