Try DPSing as a main-healer in a savage raid, then talk about a "stance in the entirety of the game that has a cool down associated with entering it, only exiting it". >w>...So, why can you not pop out of cs, heal, and then go back to dpsing with a 20 second cool down to exit cs? I have no idea what you're even complaining about. There is no stance in the entirety of the game that has a cool down associated with entering it, only exiting it. Do we even play the same game? Seriously. I'm saying potato, and you're arguing onion. You're arguing a problem that doesn't even exist! Enter cleric stance, 20 sec CD during which you cannot exit it, at all. Exit cleric stance, can enter it again as soon as you desire.
Heal > CS >Place DoTs> CS > Heal, maybe throw some bursts, if you can.
She is correct in that regard though. All stance cooldowns in this game lock you into the stance, never out of it. Which is what somehow took people 2 pages to get?
That said, being locked into a dps-only stance for 20 seconds at a time would likely mean you could not afford to ever enter it unless you have a co-healer capable of solo-healing anything and everything that comes up over that period. While you could frontload shields or HoTs enough in casual content, I can't see a progression raider as safely being able to ride out 20 full seconds of never direct healing. And I have no idea why she'd want this. I had assumed it was an example for effect at first, until I looked back further...
Last edited by Shurrikhan; 12-09-2016 at 07:27 AM.
Pretty much~ My opinion on cs is that it should be something that can be used to full effect through skill and communication, since right now it feels more arbitrary than skillful to use.
But at the heart of it, increasing the lock-in duration is a nerf. Much like purposely going into a dungeon with minimum ilvl, it reduces what you're capable of. While this may improve intensity to a degree (albeit a rigid, restricting one) when you would be overgeared, it can outright prevent otherwise skillful play when you would only be appropriately geared by forcing you to play the safe ground because death would otherwise absolutely occur during the interim (even if only at one small point therein). The smaller the cooldown, the greater the level of precision available. While a ~2-GCD span may seem overly precise now, consider content that would actually make use of it in order to have perfect DoT uptime between both healers despite covering frequent and intensive healing needs. Would you rather have a painfully restrictive mechanic let you pretend your content is difficult, or use the more precise one for more legitimately intense content? Once you overshoot, you're going to have a lot more downtime and a lot less skill involved, just as is the case when the mechanic is seemly *too* available, AND you're not maximizing its full potential.
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