It's flawed because Holy only gives 4 seconds of Stun and then is reduced by 50% for each consecutive Holy. So 4+2+1, so you get a maximum of 7 seconds, but the cast time is 3 seconds, so you only benefit from the initial stun.Your example seems flawed it purely relys on the tank, if you holys are going to shave off an entire 25 seconds of TTK, the pack will be dealing a whole lot more than 760dps, so for the sake of simplicity lets say that is after mitigation by the tank and falloff. To net you 6 holys you need 18s(15s w/ PoM), that translates to 13680 (11400) minus the 5320 from stun mitigation that's 8360 (6080) damage to the tank in that timeframe.
1. CT raids keep coming up, hence the continued commentary.
2. I can't speak for everyone, but I rarely have FC people with me for anything but Coil.
3. Yoshi needs to hurry up and throw us another bone so that we can return to discussing AST.
7 seconds is a very long time.
Stoneskin and Regen are for safely setting up the initial Holy. Failing that, there's Swiftcast.
It's flawed in the sense that I've intentionally skewed that scenario where it shows about equivalent HP/MP balance comparing DPS mitigation versus raw healing output and omitted a few more assumptions. For the majority of the time, the HP/MP efficiency should favour outright healing versus DPSing as a healer - though it is kinda hard to beat 0 MP consumed on SCH when Fairy and Lustrate can heal an entire instance.Your example seems flawed it purely relys on the tank, if you holys are going to shave off an entire 25 seconds of TTK, the pack will be dealing a whole lot more than 760dps, so for the sake of simplicity lets say that is after mitigation by the tank and falloff. To net you 6 holys you need 18s(15s w/ PoM), that translates to 13680 (11400) minus the 5320 from stun mitigation that's 8360 (6080) damage to the tank in that timeframe.
Additional, to maintain that kind of damage output in the above scenario from a WHM, you will most likely need a Divine Seal'd Medica II and Regen. This HoTs would partially counter balance the oncoming damage since you would get something in the realm of 700hp/tick with my above scenario, so around 4,200 HP back in the 18 seconds. Then you'd have Benediction to fall back on as well if that was up, so you would build your chain-Holy around that scenario.
Shaving 25 seconds off total kill time isn't unreasonable, though might be a high end estimate depending on the group tier. For example, here's the final two packs of trash in Keeper of the Lake.
Total DPS is 1,382.22 over 90 seconds is 124,399.8 damage. If you remove the WHM from the equation, the total DPS is 909.1. To meet the same damage, your group would need about 137 seconds, which is 47 more seconds (23.5 second per pack).
Overall, healing will net a higher HP/MP efficiency. However, if you're sitting on so much MP anyway, why not go burn some to help the group along? Just know how not to overextend.
That's the beauty of healing - adapting to the scenarios given to you and building yourself around them.
Man, if you are CONSTANTLY (which I highly doubt) running into these kinds of healers, I'm glad I'm not on your data cluster.
Agreed after one adds a bit that "the Healer is only DPSing." It's possible to maintain high Cleric's Stance up time at little detriment to the party, but that's both dependent on the skill of the healer and tank.
There are a few variables to attest to this. I can personally do this with little repercussion to this with my party or myself and not get any hate as the tanks tend to know "OVERPOWER/FLASH SPAM TO HOLD HATE". Of course if you're doing this for single targets... well, yes, you are terrible.
Agreed.
Such as DPSing when no one is immediately in need of healing arts.
I feel the cards will provide a buff will be independent from the restorative spells. These restorative spells, I feel, should be affected by the stances that Yoshi-P seems to be touting. I expect spells to be similar to Cure, Cure II, Medica, Succor, Adlo, Esuna, and Raise and the buffs to be more unique. It would be interesting if the card buffs themselves would be affected by stance, but I get the feeling they won't. Would like to be proven wrong in this regard, however.From what I'm reading the AST's stances will alternate between something similar to WHM and something similar to SCH, and speculation suggests it will be "healer mode" where the cards will cast spells that work like Cure I/Cure II/Cure III, and "support healer mode" which would be like casting Protect/Shell/Stoneskin/Regen/Medica II and other Heal-over-Time, and perhaps other time-based support magic that hasn't been shown yet. We don't know enough yet, so let's speculate back on what would make the AST preferable to WHM/SCH
Last edited by Ghishlain; 03-26-2015 at 12:07 PM.
funny that this is coming especially from you.
Everything you repeated in this answer you wrote like 10 times in 5 different threads and has been derailed with actual facts by many others. I'm gonna leave it by that, go on repeating your tales.
Thats wrong again.
If you time it right, you benefit of full 7 secs stun, because holy triggers with a delay. Why am I even answering this....
and the 3rd and 4th holys remember there are 6 of them being cast
Hello everyone!! I'm a bit new to the game but got back into it when Ninja was introduced and I learned about the new heavansward expansion coming out! I am STOKED for astrologian! In real life i'm a tarot cards enthusiast so I am excited to see a class that uses cards and astrological magic. I'm hoping for some cool offensive spells to go along with healing and defense spells. I don't know too much about healing since I've been a Rouge/Ninja since day one but I'm hoping to work on my Arcanist and become a scholar and work on my healing! Very excitedDD
I would like to see a healing zone-type play from AST - drop a circular healing zone (think Healing Wind from the Tales series) that ticks for 450 potency healing every 3 seconds on everything inside it while you apply adlo-style shielding and buffs to the party. ASTs to me sound like they'd have the predictive/preventive play of SCHs as I think of them as starseers and fortune tellers.
Last edited by seekified; 03-27-2015 at 04:50 PM.
I'd really like to see this. Whoever enters the zone is healed. In the other stance, whoever enters the zone gets bad status removal. Epic.I would like to see a healing zone-type play from AST - drop a circular healing zone (think Healing Wind from the Tales series) that ticks for 450 potency healing every 3 seconds on everything inside it while you apply adlo-style shielding and buffs to the party. ASTs to me sound like they'd have the predictive/preventive play of SCHs as I think of them as starseers and fortune tellers.
Last edited by Roxas_Andrade; 03-28-2015 at 10:28 PM.
Exactly, and the animation could be a nice "radiating energy" thing with particle effects flowing upwards. Green for healing, flashing yellow when the dispel effect. Do want!
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