Title pretty much. Idk, I feel like 30 seconds is so long that I often forget to reapply it and it doesn’t feel meaningful to reapply.
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Title pretty much. Idk, I feel like 30 seconds is so long that I often forget to reapply it and it doesn’t feel meaningful to reapply.
yes. i used to like that aero ii was 18s, but no, every healer must be as bland as possible.
If they made dots 15 seconds that would help spice up Healer dps a little. Quite frankly, not every healer needs a damn dot...As someone who occasionally plays AST, I wouldn't miss Combust at all if it meant a cooler ability would take its place. Reduce the cd on Lightspeed if need be.
I don't mind it at all. Having to constantly reapply it is just busy work.
I'd be fine with the 30s if there was another DoT on a different timer that I was keeping track of as well *cough cough Miasma* but as it stands, yes, its not interesting in the slightest. Was disappointed when I saw they changed Aero and Combust to be the standard homogeneous 30s timer too.
Disliked it. I had a soft spot for pre-72 WHM for their 18s Aero II 'cause it makes me spam less 1s. It kept me being a WHM main for Baldesion Arsenal. Not anymore. :(
I dislike short dots. I also hated the WHM regen duration nerf - even though it's only 1 tick, it still means having to reapply it (or just do without, really) that much more often. I'd prefer actual DPS combos over dot maintenance for busier DPS gameplay.
I wish DoTs would more more like actual DoTs from other MMOs. All DoTs in FFXIV deal damage at the same speed like any other (arround 3sec each tick) and as mentioned already, have similar duration.
It would be great if DoTs could tick faster or even slower with varying degrees if damage (like a DoT that increases its ticking damage over time) or even a simple Bomb debuff like in other FF Games would do the trick (explodes if target gets hit) as well.
But i guess we shouldnt expect much from a small indie company.
changing them back to 18 seconds would just feel like mindless busywork. The dps wouldn't increase, you just gotta push the button more. I'm cool with 30 seconds. I'd rather we had like 3-5 dots though instead of just 1
they heard your rant and will make it 1min
I personally am one of the few that loves 30 seconds on dots When I use to play whm that 18 seconds was actually annoying for me since at least they have assize and eventually misery. I felt it killed mp more too with that mere 18 seconds. Same with regens what made me dislike them.15 seconds is just meh
When regens was 30 seconds before shadow bringers you actually could focus more on dps. Idk why not put regens back on 30 seconds.
18, 21, and 24 seconds seem the sweet spot range to me, for non-comboed DoTs.
Though, I also didn't mind when Aero II had a mere 12-second duration (if only because WHM also had the longer A1 and A3 durations, too). That's not to say we need to bring back all those DoTs, but more frequent spells outside our filler spam is always appreciated.
I would much rather go back to 18 second DoTs, or have one 30 second DoT and then another that's 18, because 18 is actually more useful as it means you have access to free mobility and double weaving almost twice as often--something that could've really been useful for WHM's mobility issues back in ShB if they didn't elongate Dia's duration from Aero II.
Its definitely worth to reapply. And its advantage is sharing it acros a group of enemies to boost damage even further.
30s is convenience as it allows you to weave in an other attack compared to 18s. Other than that it obviously feels weak as in plenty of cases you do not even get any benefits out of the extra 12s, but thats why this is often combined with a potency increase anyway.
But lets get a number on that. a single 18s cast needs 2 casts compared to 1 for a 30s duration. This means you effectively miss out on 1 dps cast. Depending on level this value can vary, but lets say the dot is 50 potency, and the normal attack 250. The effective boost of duration on that would then end up being 200 potency in value. Compared to the overal dot damage of 30s, which is 1500 its not that much of an increase in damage. But its usualy not just a single target you attack. On 5 targets, it would otherwise require 10 casts for similar durations. But its always that 200 potency you otherwise miss out on.
But this is not what its advantage gives. This free cast moment could be used to weave in a heal. And in busy fights this is exactly why it works, if the tank takes a lot of damage, you might not even get a chance to use a lot of dot casts because they can realy depend on your heals to stay alive. And at that point the 30s will add up. Ands instead of 900 potency, it then does 1500. And that means a 600 boost then, which if it was casted on more targets adds up fast.
Still, i would prefer 18s, if dot's would also grant other passive effects, making it worthy to keep a lot of dots active. But thats because otherwise you just end up spamming the 1 button too much. Which is a diffirent issue.
I liked tracking 3-4 dots, that was our dps mini game. Just one feels like a lazy remnant at this point.
I hate the 30s timer because it's too long to help break the monotony of spamming our 1 filler DPS spell. It worked for AST because they had Solitaire to keep them occupied but WHM and SCH had no such system to keep them engaging to start with other than the extra DoTs to manage but now that the lone DoT we have is 30s universally across all levels, they're all so mind-numbing to play anymore.
An AoE DoT, a simple 1-2-3 combo, some actual interactions between our Healing and DPS options that amounted to more than just Misery and Toxicon. ANYTHING at all to make it so that we had some level of engagement again.
I liked Summoner’s Dots, BRD dots and SAMs as they either interwoven into their kit (BRD) or the execution wasn’t straight forward (SAM). Shame they are getting axed for the “No player left behind” agenda that has, without being dramatic, ruined basically all the jobs
If it hasn’t happened to you yet, it will. Unless your DNC and were born to appeal to lessers
...Ah well count my DoT out. I don't have as much spite as some of you. ...Yet. Sorry.
On topic though, 30s DoT can stay... as long as we get another one on a shorter timer and/or another nuke.
I don't know how I'd feel if it just got reduced to 18s just to cast it more often. Doesn't make the job feel more engaging just tedious.
30sec is fine, since its only 1 dot, at this point 1 min would be fine to. I'm just glad they have not straight up replaced us with healing pots, while giving shielding and heals to other classes reducing the need for us in normal groups & some raids.
This is satire, if you don't know what that means google it.
I do like it but if someone has a better idea for a healer DPS rotation that works alongside how they heal I’m all ears.
Here's a really cool idea for SCH's DPS Rotation:
Returning Actions
- Broil: This can stay as the basic DPS button
- Biolysis: This can stay as a 30 second DoT
- Ruin II: We can upgrade this to a new spell and have its DPS be the same as Broil's but be double the MP. This lets you use it as a better weaving tool when needed, but isn't optimal to spam.
New Actions
- Miasma: This can be a brand new DoT with a cast time on a 24 second cooldown. This adds more fluctuation between your rotation as you maintain keeping it and your other DoTs up. Additionally, it also reduces the amount of HP restored by the target. It's not a very common thing we see, but a nice touch for the few times it does apply.
- Pain: This can be another DoT, but this time on an 18 second cast time. This one will be instant as well. By having 3 DoTs of 18 seconds, 24 seconds, and 30 seconds, you have a fairly light rotation of just managing DoTs, which is something that we haven't seen in XIV yet and could be really interesting.
- Deployment Tactics: We add an effect where, if you target an enemy with it, spreads all your DoT spells from them to nearby enemies at 50% of the potency. This applies to Biolysis, Miasma, and Pain.
- Shadowflare: Shadowflare is a common spell in Final Fantasy Lore, and I think adding it to FFXIV would make a lot of sense. This can place a zone on the ground that deals damage over time to enemies in it and also inflict a slow effect to combo as an offensive tool that also offers some mitigation.
Additionally, we could enhance this brand new poison-focused identity with some additional tools such as...
- Virus: This can be an OGCD debuff that lowers damage dealt and better compliments the mitigation-style of healing SCH has.
- Eye for an Eye: This would be a really unique OGCD action that allows you to buff an ally. When attacked, that ally has a chance of spreading a damage dealt down effect to the attacker.
I feel like something like this would work really well on SCH and give it more identity than it currently holds.
https://i.imgur.com/XS5LK.gif
In all seriousness though, I do actually want interesting Actions.
Lemme give you an example with respect to the people who liked Nocturnal AST for a hot second.
Aspected Helios: Spell
Cast: Instant Recast: 2.5s Range: 0y Radius: 20y Cost: 1500 MP
Applies a fortune to self and all party members for 3s, reducing damage taken from the next attack by 15% and restoring HP. Effect cannot be stacked with Aspected Benefic.
Cure Potency: 400
Additional Effect: When Aspected Helios is broken, Increases Destiny Gauge by 5.
Condemn: Ability
Cast: Instant Recast: 1.5s Range: 25y Radius: 0y Cost: 25 Destiny Gauge
Deals Unaspected damage with a potency of 200.
Potency increases up to 1000 as Destiny Gauge exceeds minimum cost.
Consumes Destiny Gauge upon execution.
I consider that combination of nonsense to be perfectly in-line with AST's flavor, but not a good fit on their current kit for a number of reasons, card apm being one of them. Nonetheless, it scratches the itch we're missing from healers.