


Agreed, the change to make sprinting possible for everyone in PvP was the hardest nerf to healers yet. Sprinting was one of our major ways to survive.
Actually sprint nerf affected melee more as it only lasts 10s instead of 20s, TP was never issue as tanks had 2 ways to instanty regen it and melee DPS jobs had 3 with Invigorate.
I disagree. It was longer and TP was an easily restored resource, true, but they could not sprint as often because of cooldown on those TP restore abilities.
Icarus Wings only had 1min30sec CD and it restored 300 TP instantly so it was pretty much spammable TP regen, it was pretty common to burn stack of these in a one day. This change also made Enliven totally useleess as running out of TP in PvP is extremely rare.
Ok but you would have a shorter spring regardless on a minute longer CD...I don't see your point? The new one is better for TP users and worse for casters. You can't really argue otherwise.
Wut? i dont use TP regen before sprint but after so it was always full 20sec duration if you meant that, nobody uses 300 TP sprint as its waste of sprint CD. That 300/500/400 TP you get after restoration is for weapon skills not for sprint, this "fix" was nerf for my personal gameplay style so i guess it was equal nerf for both even tho nothing has really changed except both melee and ranged has shitty 10s sprint now.
Last edited by Synestra; 03-14-2016 at 08:09 PM.
You can sprint more often than you could before the change. I really don't see how that's a nerf.Wut? i dont use TP regen before sprint but after so it was always full 20sec duration if you meant that, nobody uses 300 TP sprint as its waste of sprint CD. That 300/500/400 TP you get after restoration is for weapon skills not for sprint, this "fix" was nerf for my personal gameplay style so i guess it was equal nerf for both even tho nothing has really changed except both melee and ranged has shitty 10s sprint now.
SCH was always supposed to be a support healer. in 4 vs 4, its a crutch.
Most seasoned players absolutely ignore SCH and just concentrate on bringing down dps/caster/tank. A SCH simply can't sustain main healing over a long period of time.
My experience is that SCH is effectively shut down by SMN/1 good dps.
Example:
A SMN can burst down a dps and lower the group dps rating with a gcd of 60.
A SCH can counter burst heal a group/person with a gcd of 60.
If a SCH to burns itself out countering a SMN burn, the team dynamics look like this for 60 seconds!
Simple number game
SMN Team: 2.4k dps
TANK (800 dps)
HEALER (200k hp healed (single/multiple target))
DPS (1100 dps)
SMN(500 dps/gcd'd).
SCH Team: 3k dps
Tank (800 dps)
Healer (40k healed/20k galvanized split on 4 targets with 1-2 targets receiving dmg)
Fairy(15k heals single/multiple)
DPS (1100 dps)
Caster (1100 dps)
The DPS vs the Healing:
SMN team performance per second: 2.4k dmg with 3.3k single target heal per second.
SCH team performance per second: 3k dmg with 1.25k multiple target heal per second.
The Healing vs the DPS:
SMN team does 2.4k dps and SCH team can heal 1.25k per second.
SCH team does 3k dps and SMN team can heal 3.3k per second.
So who wins? Right.... Right?
Last edited by Bluffnix; 03-14-2016 at 04:10 PM.
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