Essentially instead of how it currently works, all healers get a Job Trait that as long as you are in the party with one, you obtain the status of Protect indefinitely.
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Essentially instead of how it currently works, all healers get a Job Trait that as long as you are in the party with one, you obtain the status of Protect indefinitely.
I mean, it may as well be.
The "delete protect" threads make more sense than this.
Delete protect, down the overall DMG by that %, issue solved. no need to give a trait to healers.
I feel like WHM should get back Protect for themselves but give them the PVP version, and Shell would be nice too they are iconic spells. The other healers get their unique utility why shouldn't WHM have something nice too?
Protect and Shell are original spells from the WHM job. If you don't want it, make it WHM only and buff it :) Everyone else has job specific buffs, we want ours back!
I agree, it should never have been made a healer role skill - please give it back to CNJ/WHM as an class spell! And as far as Shell went, it was rolled into Protect at ARR's launch automatically with the 'Proshell' trait (thus technically making it 'Wall' and not Protect, or at least, that's what it traditionally would have been in past FF games),probably for simplicity's sake (knowing that eventually once you get Shell it's just easier to cast the two together rather than seperately, something that always time consuming in FFXI having to cast one after the other.
Nah. Paladins can be the only ones allowed to use auras like on every RPG/MMO.
Protect has always been awkward but the Developers seem to have a really narrow minded view of how and what Protect should do. It really feels like a waste of a Role Skill but Role Skills as a whole feel like a wasted opportunity. I would be happy if Protect didn't last 30 minutes. If it was only 5 minutes or less it would actually force you to apply it more but even then it barely does anything in terms of defense. I believe it's only like a 3 percent damage reduction. It's really just a visual reminder that your healer isn't AFK at the start of a duty now.
Change Protect to be similar to PVP Protect version and not a 30 min buff.
New Role Skills: Protect, Shell, Protect II and Shell II.
Protect: Duration 10s, CD 60s. Increases 25% physical defense of target. Shares cooldown with Shell, Shell II and Protect II.
Shell: Duration 10s, CD 60s. Increases 25% magical defense of target. Shares cooldown with Protect, Protect II and Shell II.
Protect II: Duration 10s, CD 60s. Increases 10% physical defense of nearby party members. Shares cooldown with Shell, Shell II and Protect.
Shell II: Duration 10s, CD 60s. Increases 10% magical defense of nearby party members. Shares cooldown with Protect, Protect II and Shell.
Healer must chose 1 from 4.
Or, instead of making the problems around Healer role actions even worse, just make it a WHM skill and keep the effect of the PvP version.
"Reduces targe's damage taken by 25%. Duration: 10s"
Fixes the problem of one of your healers being forced to waste a slot on it, is no longer a pointless busywork action, and gives WHM a strong single target mitigation to compete with SCH/AST's AoE mitigations (Soil/Covenant/CU).
Why exactly do healers need this "perk" though? It's not like they're going to get excluded from content (except maybe in a fraction-of-a-percent of cases) if Protect doesn't exist. There's plenty of reason to party up with healers already.
You know, like getting heals.
Protect, as it currently stands, is a GCD tax for a passive effect. Making it an aura just makes it entirely passive. Passive auras are the most boring thing in game design.
I would love to see Protect and Shell both exist together and also be engaging. Personally I would make Protect an Instant cast spell with the same defense boosting effect except it's duration would be limited by having at least one party member engaged in battle. As soon as the battle ended the buff would wear off. So while running through a dungeon you would always cast Protect first as soon as the tank drew aggro making it more engaging than set it once and done. In a long trial you would only have to reapply after a death which isn't much different from the current version. Shell would be an ability with a 180 second cool down that would reduce magic damage received by 15 percent for 20 seconds. I would prefer Shell to be White Mage specific to give them some group shielding with the longest cool down as trade off for being the powerhouse healer.
What sort of raiding experience do you have if you don’t mind me asking? Having to use protect as part of our opener would be clunky, whilst having it wear between trash packs would frankly have me not bothering to cast it at all unless the group damage was particularly slow. Not gonna pretend that protect in it’s current form is perfect, but that suggestion would be a step back in terms of QoL
Well I got what I wanted. I no longer have to cast this spell. Thank you!
fully agree or a cd that effects all party members like regen does for a short time