That's not quite accurate.
Some MMOs just have one caster stat and both heals and damage spells are based on that.
Some MMOs have separate stats for healer spells like FF14 but their damage and healing spells scale off the same stat.
These mean that they dont need a special stance to do some damage while questing.
FF14 has two stats and all casting damage scales from one stat and all healing spells scale from that. This is in theory ideal since it means that healers can't be effective damage dealers. (Well..) It however poses one problem: how do healers do adequate damage while levelling outside, or downtime in instances. The solution: cleric stance. No matter what your class you have all four stats and these are usually known as base stats; these increase slightly while you level. During levelling when you have poor gear your base stats usually are more than enough. It's not until higher gear levels that you gear for your main stat and that means your main stat it's significantly higher than the others.
Take paladins for example: they use conjuror as their job support class. Now if you take cure you can do reasonable heals at lower levels and that's because it uses your base stats. When you gear up the mind component stays the same so with gear you'll have much more health so each heal will cover less of your overall health leaving it useless.
A similar thing happens for healers. As you level up and gear for mind you're damage spells will do proportionately less damage to mobs that are the same level but your heals will obviously increase. Cleric Stance introduces a give and take approach; it gives you the intellect, for damage, but it reduces your mind so you dont heal as much. This is accomplished by swapping the stats around - we can't have healers doing lot's of damage and heals! The 10% extra damage is probably to discourage healers to carry a dps gear set around.



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