Stupid question: Is Lost Allagan Codex better than Susano's codex? We lose a lot of crit for SS, which I hear is terrible for us. So we lose 184 crit for 188 SS. Do the other stat increases make up for that or is SS not really that bad for us?
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Stupid question: Is Lost Allagan Codex better than Susano's codex? We lose a lot of crit for SS, which I hear is terrible for us. So we lose 184 crit for 188 SS. Do the other stat increases make up for that or is SS not really that bad for us?
Stab in the dark: Yes. The wpn dmg + extra main stat should outweigh any secondaries.
Personally, I prefer stacking SS over Crit this expansion, just because Aldo costs an arm and a leg to cast MP wise. Not to mention your total DPS as a healer is how people judge you, and SS increases your DPS with dots, not to mention fitting another broil into your rotation.
It has always been great debate which is better SS or Crit. This expansion, I'm choosing SS instead of Crit.
You can't really fish for a Crit Adlo for E-Tactics since it's random and E-tactics goes off on the next galvanize effect.
As for Deployment Tactics, outside of pre-pull, trying to fish for a Crit Adlo when a mechanic is coming that would require that shield is just asking for trouble as you risk missing the time to shield against the mechanic as well as running out of MP due to Adlos cost.
I really wanna know what I should be focusing on because right now I use Crit and SS materia as a Scholar but I have no clue what's actually best to be using. A few threads have said that Direct Hit is really useful for your DPS but Critical Hit and Spell Speed have obvious universal appeal for both healing and damage output.
I would argue that even though SpS supports DPS, it's a garbage healing stat for SCH. No one needs an oh-so-slightly faster heal with how damage is both choreographed and telegraphed, and SCH's only HoT is Eos' Whispering Dawn. I'd compare SpS and DH based almost purely on DPS value.
You obviously shouldn't prioritize it, but Eos does get a lot faster with SpS, and embrace makes up a significant portion of SCH healing + costs no resources regardless of how fast embrace gets. It's nice for DOT's as well.
Unlike for DPS there really isn't a strict priority in terms of which stat is better. Even if crit is mathematically better, SpS helps a lot in savage fights like o4s where the window of healing is tight, and other healers might see a lot of value in the consistency of determination. Still others might be taking on the brunt of main + AOE healing for their raid and end up needing the sustain from piety.
Ideally SCH would benefit the most from SpS damage over the other healers just because of the amount of dots we have, compared to AST which has just one.
I'm using the i340 Augmented Lost Allagan Codex until I get the Genji Codex (PIE/Crit) to drop, or when my raid lets me roll on the weapon box. My white mage and I were the most screwed in the group with nimble savage gear drops, so they let me have a weapon dip upgrade. Since more weapon damage>substats, and honestly it's not like SCH is struggling to get better substats because there is pretty good gear savage and tome-wise to get Crit. Don't forget a higher ilevel weapon gives more VIT too, that's pretty valuable in savage.
Don't really need to fish for crits though, sure it's nice to get a crit deploy for O4S Almagest, or flares. It adds up to more DPS since both can heal less but it's not a game breaker.
It's hardly a garbage healing stat for SCH. Sure Crit is better for healing, but to call SS garbage is a gross understatement.
Anyway, since I usually play with a WHM who can almost solo heal all the savage content, I'm usually spending about 80%-90% of my time DPS'ing and managing 3 dots on the boss as the off-healer. Usually when we wipe in savage fights it's to the enrage timer, the more DPS I can pump out for the group, the better I say. Until content that is created that actually makes me struggle with healing groups and I'm not spending the majority of my time dealing damage, I'll consider changing my build.
Gonna agree with Cyn on SS not benefitting healing much.
It boosts dot ticks and of course, when you're broiling, you're usually broiling as fast as that button will allow you. The same can't be said about SCH's GCD heals.
I've got it in my head that SS doesn't effect Whispering Dawn's tick size either? Take that with a pinch of salt tho as I've been avoiding the job since SB =(
You're better off leaving SS at 1K and put the rest into Crit and Det.
The interface doesn't show the actual cooldown times, but use it on something long that's classified as a spell like Whispering Dawn, and it'll show the actual cooldown time (usually in the 56-58 range for most SCH). It only works on Embrace and WD, but they're the two most consistenly useful skills as well.
It's harder to notice on Embrace because you need enough for it to actually go down a full second for it to show 2 seconds.
The bottom line: we have a special interaction with crit (Aldo) and don't with SS. A lot of our powerful spells are instant cast and oGCD. Lustrate benefits in ZERO ways from SS, but can crit.
Take crit.
Other than the obvious... https://www.youtube.com/watch?v=GCDT4bNLla8
Imagine a DPS fucks up and needs to be raised during a fight, he raises at a VERY BAD TIME, and an AOE is coming out to kill him again, being able to aldo the DPS before the raid damage takes place saves him from dying again.
That is just one example, I can think of a dozen other examples where higher SS would help out with healing.
It is true, SpS can be helpful in a clutch if you are aware of it affecting your GCD impact. Like it could be a slight difference whether it's safe to hard raise or get a timed heal before doing or dodging a mechanic. I've taken advantage of such during Midas Savage, where I would normally feel something is risky, it's just like the extra VIT impact of having "healer privileges". Damage might go off here, but because you have extra VIT you can take this hit while raising/healing to save someone.
Still, SpS on SCH is mostly for the damage impact and having Shadowflare, Miasma, II, and Bio 2 means it'll get good mileage. But the GCD impact can be notable if you have enough to hit such tiers that affect it.
Sps doesn't affect embraces potency or recast time. It affects WD's recast time and I'm also unsure if it's boosted (not invested enough to test this detail.)
Although miasma II helps to curb the issue, sch has a very clunky gcd clipping healing and dps lifestyle. The benefits of sps will be further negated.
This is a view that needs to be put to bed imo, it was incorrect during FCOB (When we had little choice but to stack huge quantities of SS) and it's still incorrect now.
Stacking SS will net you a little over 10th of a second off your cast. That video is a very unrealistic demonstration that's just showing what could be achieved with the right combination of buffs almost 4 years ago. I'm not even sure it'd be possible to hit the levels shown in that video anymore tbh.
It's pretty standard fare for a healer to spam stones/broils on the GCD, it's not nearly so common for a healer to spam physics/cures on the GCD.
You're suggesting that a tiny chance of saving someone in a niche situation set of circumstances (Based around a combination of entirely avoidable mistakes) makes SS a contender vs the alternatives which will help you across the board both in efficiency and general play without the need for nuanced situations to justify their worth?
Can I also add that if the timing was indeed so tight that SS would make the difference in you getting that Adlo cast off in time. The server delay would mean that the galv wouldn't have taken effect yet, TLDR: they are still dead. I haven't played much Noct or any SCH since Stormblood, but I assume the bubble delay is still approaching about half a second right? Gonna take a lot of Spell speed to make that up =(
With the boost to dots, SS is a great DPS stat, but lets not pretend it's got fantastic healing value because it doesn't.
I just gave someone a single example where SS would be beneficial to healing because HE ASKED FOR IT. I'm not here to discuss every single hypothetical situation where SS would be beneficial to healing and I never said SS is a "fantastic healing value".
If you want to believe that SS is an absolute garbage stat with no benefits for healing, go ahead I won't try to continue to dissuade you, however I'm done with replying to this thread. In fact, I doubt you even read my reason for using SS in the first place before falsely believing that I think SS is the best secondary stat for healing, which I already stated before isn't the case. Before I leave, I just wanted to let everyone know, I hate all of you.
On any of the healers I tend to favor crit and det over speed because speed doesnt just improve dps or hps, it also increases the speed at which you spend mp, something I'd prefer not to do.
I have spell speed pretty much equal to determination on my SCH. It's an amazing stat for DPS since it starts equal to Det but only gets better from there. Plus about 25% of SCH's dps is DOTS, and a big portion of our healing is from fairy which scales pretty nicely also.
Spell speed shouldn't really affect mana issues - just because you can hardcast 5 succors in under 11 seconds doesn't mean you should, and broil is cheap enough to sustain pretty much forever with good cd usage. The main thing SpS does is to let you go back to machine-gun broiling faster.
Really depends on how much you value oGCD healing vs raw DPS. Since det/sps is 2nd to crit it really won't make or break your SCH regardless of which you prefer.
Awh, I was hoping for at least a dozen other examples to take apart =(
I don't believe it, I know it.
Please look above for where I referred to and debunked your reasoning.
Everyone has their taste in melds, and TBH for a healer the gains are rather small now accuracy is out of the window now so in the grand scheme of things it doesn't really matter particularly if you don't do progression raiding in Savage. I've got a habit of filling the gaps with Piety which is my dirty little habit, I'd be the first to admit that it's not a particularly optimal choice though. Meh.
XOXO <3
I really shouldn't have looked into the reply from Sebazy in this thread, because this is exactly why I said I wouldn't be responding in my previous post. I get a condescending post laced with sarcasm instead of an apology for taking my message out of context, by putting words in my mouth to prove themselves right in an online debate. This kind of intellectual dishonesty prevents me from continuing to have a rational discussion with you, and now I won't be curious to check what your next inflammatory response will be. Next time you try to debunk someone, please understand server/client latency timing or maybe you can just take my entire message into account, instead of taking me out of context. One more thing, if you are going to use time as conclusive evidence, please also provide math that actually proves what you are saying to be factual.
Have a nice day taking me out of context to win an internet debate.
I don't want to harp on this too much since my goal isn't to gang up on you, but I would just emphasize how extremely miniscule the casting time and GCD reduction benefit is for how much SpS you need to stack and then call attention again to how virtually every encounter in this game is choreographed to an extremely high degree. Besides, the majority of mistakes are either very survivable or very lethal, and casting ~0.1-0.2 seconds faster is probably not going to make the difference in the latter case (if you do react immediately and have a shot at saving the person who screwed up, you're probably going to choose an oGCD tool if you have one up, anyway).
While it's possible to have an oddball situation where that smidge of added SpS makes a positive impact healing-wise, it's exceedingly unlikely. The primary benefit of SpS, as has been discussed in this thread, is for DoT/HoT effects and for chaining hard casts. I don't have a problem with SpS from a DPS perspective, but I maintain that you could strip SCH down to base SpS and be challenged to notice any difference in how you heal, especially if you're anticipating and not healing purely on reaction.
Hi
I'd like to think I have a pretty good grasp on client side latency in this game, the delay on certain abilities and the buffs/debuffs they apply is down to more than just raw latency tho. The EU data centre move demonstrated that quite nicely and even with sub 30ms latency there's still a substantial delay between the adlo hitting and the galvanise actually taking effect. To give you an idea of the size of that window, early Turn 5 kills required a WHM to be able to consistently land Cure IIs between Death Sentence and Infirmity (the same delay as Adlo/Galvanise) for around 5 minutes at a time. Again, I don't know the exact timing of the delay off the top of my head, but it's in the order of a 1/3rd to 1/2 a second from memory, that's all the numbers you're getting out of me at this hour, hope it's enough.
If you feel I was harsh, so be it. Your example was niche nonsense built upon a pillar of entirely avoidable failures, and the video whilst eye catching, is irrelevant to the game as it stands today (Fun fact, I had so much Spell Speed in 2.4 (Not 3.4, oops!) that assuming I could mash my cure button, PoM was as big a HPS cooldown for me as Divine Seal). SS isn't a feasible bandaid to cover for others mistakes in these cases. Endgame encounters are just too tightly scripted and predictable and in emergency situations such as yours, the better solution is usually with oGCDs such as Lustrate/ED/Tetra.
If I were in your shoes, I'd have put forward something like trying to keep tanks alive when after pulling both gorilla packs and the dogs in Ala Mhigo. That'll get most healers mashing heals on the limiter especially if they didn't see it coming and pocket cooldowns accordingly =(
This "ganging up" thing isn't your fault, it's me being taken out of context by someone else. You aren't the one putting words in my mouth or taking me out of context, you are actually having a conversation with me. While I enjoy our exchanges and I feel you are being sincere without taking advantage of me, which I highly respect you for that. Another person is taking our conversation out of context while tactfully ignoring the points I have made, all the while pretending to have addressed them.
That's exactly why I think healing is an absolute joke in this game. Because everything is choreographed it makes it an absolute joke to heal, I'll never need that extra crit rating to do my job well. However, I am judged in pugs as to how much DPS I do in savage raids which is my main reason to spec SS.
I disagree with you Cynfael, I don't think SS is "garbage" for healing. I think it is less then ideal for healing with crit being far superior and SS only coming in useful in situational occasions. I don't have the perfect group for raiding, and sometimes after we fail savage enrage with DPS still dying to mechanics, I pug groups. In my experience many of my savage pugs groups at some point mess up mechanics and die, which have required me to shield them quickly, saving me an aetherflow stack as they are not an infinite resource and should be used for much dicier situations.
The main point of the video I linked was to demonstrate that you can pump out heals faster, inherently making SS above "garbage". I will never argue that SS is the best secondary healing stat, but I still believe calling it "garbage" is a hyperbole.
I really do hate this word limit, as single post has to be split up into several that makes it difficult to get your message across. Anyway, as much as I appreciate having an honest conversation with you Cynfael, I can't stand to read this thread with someone else posting "bait" just to irritate me. This thread has been derailed long enough and I'm just going to ignore them and go on my merry way.
Care to clarify this? I'm fairly sure I've addressed your 'SS helps me bubble people quicker' view rather thoroughly.
https://www.youtube.com/watch?v=GCDT4bNLla8
There's 3 inherent issues with this video:
First up, the two right most levels are not attainable anymore due to the rework and changes both Fey Glow/Light and PoM have gone through since this video was made. Whilst Fey Glow/Light's wording was rather misleading and I forget the specifics behind it. PoM was much more clearcut, it multiplied your Spell Speed and thus as the video shows, it responded incredibly well with sufficient gear as any WHM in Dreadwyrm gear could likely attest to. Unfortunately now it reduces your cast time by a percentage and as such, rather than scaling upwards with gear, it actually becomes marginally less effective as you stack more and more SS. As an extreme example, PoM > Raise saves 1.60 seconds with base 364 SS, but 1.47 seconds with 1680 SS. With Cure it's a smaller drop off, 0.40 seconds base, 0.37 seconds with 1680 SS.
Secondly, look a little closer at window three. Over 10% less healing per cast than window two. Not a good trade off.
Last but most certainly not least, whilst the left two views are much more relevant, the third is an unrealistic extreme. After 10 hard casts, 2 ends up about half a cast ahead of 1, it's important to note that it never overtakes it by a complete cast, it would have needed a further 20 seconds to gain that all important extra cast. I cannot think of a single occasion in Savage where I have to turret and cast nothing but heals for 20-40 seconds. As soon as you pause casting to move, switch targets or wait for a mechanic, you're eating into (and usually negating) Spell Speed's value. I'd gain more on the healing side of things by working on making my movement more efficient, targeting quicker or optimising my GCDs so I don't have to wait for a mechanic than I ever will from Spell Speed itself.
It's a fun thing to watch, but it's about as relevant to savage gameplay today as a Fiesta Rally Cross car is to the Auntie's run around.
Let's also not forget, the DPS requirements are rather broad this tier. My first O1S clear had like 15 deaths? A friend's group managed it with 25! O2S gets a little sterner, but it's still highly forgiving with substantial delays between sequences of mechanics, not to mention it's almost entirely devoid of any RNG outside of the tentacle movement. Once you hit O3S and O4S you're going to need clean runs in most pugs to get that kill. If someone doesn't understand the encounter well enough to know when it's safe to raise you're likely going to struggle unless the rest of the group is on the ball.
Consider recording yourself for a few savage runs if you don't already. It's interesting to watch and highly insightful to see lots of little pauses and delays you may not realise you do.
Raw math below for the curious
1680 SS - PoM - No PoM
Cure - 1.47 - 1.84
Raise - 5.90 - 7.37
Medica II 2.21 - 2.76
364 SS - PoM - No PoM
Cure - 1.60 - 2.00
Raise - 2.40 - 3.00
Medica II - 6.40 - 8.00
The argument over SpS people are having is kind of dumb. Why would movement hurt SpS more than anything else? I mean you're not really getting any benefit from Det when you're just waiting either.
The issue with SpS for healing-only is that it's super-binary. Either it lets you get an extra cast off before a mechanic and becomes insanely good, or it isn't enough to get in an extra cast and has no impact.
The people arguing against SpS are throwing out the positive cases, while the people arguing for SpS are throwing out the negative cases. But on average, SpS's impact on combined HPS/DPS is higher than a stat like determination.
I think the reason why you see movement talked about as a detriment to SpS' benefit is that it reduces the number of "extra" GCDs you could otherwise gain over the course of the fight. This is why BLMs with high SpS tend to perform better in fights with fewer breaks in the action, while those who stack CRT and DH shine in fights with many boss-untargetable phase transitions.
Before SpS was modified also to boost over-time effects, this was a major reason why almost no one but BLMs valued it.
My point is that from a healing perspective, Spell Speed saves you time which is a valuable resource in it's own right. Wasteful movement or pauses to time a cast for a mechanic can very quickly wipe out these gains and then some. By comparison, even if you're being wasteful with your time and GCDs, Crit and Det are both boosting your overall efficiency per cast irrespective of your Job or Stance.
Absolutely nailed it, the issue is that right now, the content generally doesn't force you to hard cast heals long enough to get that extra cast in. DPS is another matter of course. As Cyn says above, Spell Speed will shine when you can stand and turret for prolonged periods, O2/O2S is a great example of this. On the flip side of the coin, O3S and O4S are disruptive enough that you'll likely gain more time by optimising and minimising your movement than you ever will through Spell Speed.
https://youtu.be/BLGUMzl2cV0?t=45s (Apologies for it being obsolete content, I don't upload much thanks to the tin can broadband I have currently).
0:45 to 1:15 is an example I'd use where the combination of minimising my movement, abusing stutter stepping to it's absolute limits and ensuring I'm using instants/oGCDs on the occasion where I am forced to move allows me to gain multiple GCDs within a relatively short period.
The big unknown here of course is Super Savage. If it comes at us with rapid paced mechanics and a greater need for timed heals akin to what we used to regularly see in Coil, SS's worth will likely go through the roof.
I just want to emphasize again, it makes no sense to factor in movement when making a decision about spell speed. The biggest factors on whether or not you want SpS is how fast you run out of your resources (mana, tp, etc), as well as the timings for a specific fight.
Lets take a hypothetical staggered fight where you have 2 seconds to cast followed by movement, then 3 seconds to cast followed by movement, then 4 seconds to cast followed by movement, and so on all the way up to 9 seconds to cast followed by movement. Lets assume we have a hardcasting spell that does 100 potency and cast time of 3s.
With 25% SpS, cast time is 2.25. You get off 16 casts for a total of 1600 potency.
With 25% increased damage but no SpS, cast time is 3s. You get off 12 casts for a total of 1200 potency * 1.25% = 1500 potency.
Spell speed still wins out over the equivalent damage boost, even with staggered cast times and frequent movement.
The point I'm trying to make is that faster cast time is an increase in DPS/HPS regardless of whether you move or not, given a random sample. You can go ahead and try to change the numbers around but SpS will always come out ahead.
SpS is only bad if you make biased situations like always having only 3 seconds to get a cast off before movement. In that case, obviously there's no point to lowering your cast time to 2.25 because you never get to get off 2 casts ever. But what if there was a situation where you always had 5 seconds to get off a cast before movement? Then SpS wins out big.
But in reality in any given fight the time you have to cast is random depending on mechanics and how you play, so SpS is just as good as any other stat when it comes to HPS/DPS.
The problem is, let's say SpS gives you an additional cast per 10 GCDs, is that if you're ever put in a situation where you lose that GCD through movement or clipping you've lost any gains that SpS would've given to you sans its affect on dots and auto-attacks. Crit and direct hit are better because they scale better off litany, chain, bard songs, battle voice and spear. They're also better because there's no situation where you're going to get an additional GCD off in a trick attack window with the amount of SpS we're given now, while critting and d-hitting in the TA window gives huge gains; which is amplified to a greater degree during the two and three minute markers when critical/direct hit buffs line up with it.
WHM and AST should benefit more from spell speed (in theory) on a striking dummy. However, in raid, you are usually forced to break chain casts and clip GCDs to precast heal tank busters and raid AoE. This negates the GCD advantage you gain from spell speed. It is similar to how skill speed's benefit on NIN gets negated from using lengthy Mudras (especially 3 GCD Mudras like Suiton). Skill speed has always been thought of as a low priority stat on NIN.
On SCH, you could conceivably just Indom or Whispering Dawn for light raid damage and continue chain casting Broil. However, if you are required to precast a Succor (without Swiftcast) because your AST/WHM friend needs more AoE healing help, that is going to reduce the effectiveness of spell speed as well.
Most DPS jobs can benefit from speed since they are usually not forced to clip their GCD as often as healers.