Yeah there's a spreadsheet for it.
https://docs.google.com/spreadsheets...ring&sle=true#
The pattern I see here is that the most Trials/raids don't need it, but all but 8 of the dungeons do. Those that don't are mostly level 50 dungeons.Yeah there's a spreadsheet for it.
https://docs.google.com/spreadsheets...ring&sle=true#
However who the hell is going to consult a list just to decide if Esuna should be in the role setup or not. It's better to leave Esuna there and drop protect after you cast it if you really need to put something else there. Personally I think all the other offerings are not useful.
Cleric Stance: adds 5% to DPS, why would you need this except during solo content
Break: Basically Stone I, adds heavy to the target, where in the game has Heavy casted by the player ever been useful except in combination with a knockback or stun? You'd only ever want to cast this to run away from something, and again that is a solo-play thing.
Protect: Necessary or you will get shouted down for being a bad healer.
Esuna: Necessary, or mostly-helpful on most dungeons, PotD and field content. You will get shouted down for not having it.
Lucid Dreaming: Necessary on WHM and AST, you would be stupid not to take it. Also useful to use immediately after a heal-bomb to cut enmity back down.
Swiftcast: Considered essential, though most people use it entirely to make raises instant, and otherwise their heal-bomb macro.
E4E: Not terribly useful due to the recast time, basically tank-buster migitation if you don't have shields (eg AST/SCH has other shield options)
Largesse: Useful on hard content that takes a long time to complete, eg Trials. Rarely useful on trash unless you're out of mana and are trying to make it last longer
Surecast: On a healer this is again, only useful in a very specific scenario where you'd otherwise get interrupted on a long cast, most attacks that aren't party-wide damage don't interrupt you.
Rescue: Please tell me where this is useful.
Of these, I take Protect, Esuna, Lucid Dreaming, Swiftcast and Largesse. All of these were originally in the WHM/CNJ toolkit.
Cleric Stance and Break are solo-play options that have little use in a dungeon.
You might argue E4E is useful but I've never needed it, even in pre-SB. I also never used Surecast in pre-SB either.
So what to use for me made sense. But as I and others keeps saying, these things in the Healer role actions, should not be there, they should be in the base toolkit. Esuna and Protect should not even be here, they should be Exclusive to WHM. AST and SCH had their own clense skills, and they should get those back, and they should get their own takes on Protect instead. Lucid Dreaming and Largesse mainly came out of WHM's toolkit, but these are less to complain about being here since they're not very useful once you outgear a dungeon or trial. But I'd rather have them and the opportunity to use them than have to think about swapping in skills on a per-dungeon or even per-boss basis. Who stands still long enough to do that?
Well, when I'm doing stuff with my FC, it's usually roulettes.
Leveling, Trials, 50/60 and Expert. Outside of Expert, there's a good chance I won't need Esuna. In most of the leveling dungeons pre-50 I just heal through poison, although I'd definitely take it for something like AV.
That being said I do just keep Esuna at default now, but even with the high CD, I think E4E can be useful at times.
Apparently though you can use a macro to change role actions.
https://www.reddit.com/r/ffxiv/comme...g_it_set_as_a/
Okay.
Like many, my default is protect, esuna, lucid dreaming, swiftcast, and largesse, slotting in E4E after protect in dungeons. I'll always bring esuna if there's something worth dispelling (doom, paralysis, heavy hitting DoTs/Damage debuffs, all sorts of stuff) or if I simply don't remember if I need it or not. As for rescue -
Rescue's delay in activation is awful. It is not needed if people are playing well. It is super situational - it is a rescue from a mistake, after all. It can easily destroy someone's rotation. I feel its cooldown is too long and could be brought down some, as well. Anytime I take it, I have no guarantee it will be used.
But I have found myself in this situation all the time, particularly in this fight, with many, many players (MSQ Stormblood 70 Spoilers):
https://www.youtube.com/watch?v=QbKnmXFdkEw
Here are some places it is useful:
- Ramuh trials, pull someone with lightning AoE towards someone who will be stunned if not hit with lightning
- Ravana, pull a dum-dum away from giant-offtank-cone-blaster. Pull someone into Slaughter safe zone. Pull someone into safe-area from Pillars of Heaven. Two of these can be healed through, one results in a raise.
- Any fight with a stackup marker, pull someone with stackup way away from everyone into the clump
- Susano EX, depending on strat and what's going on, particularly during churning + knockback + stack if the raid doesn't position accordingly / mitigate the knockback entirely with a shield
- Lakshmi EX, if your healer or buddy isn't with you for confuse, yank em over
- Royal Menagerie. Save someone from Tidal Wave...from bad stackup placement after middle-circle AoE that causes spread...Pull someone away from their chains partner who they've decided to hug. Or most applicable, pull someone from giant-line-aoe knockback to safety since they're not going to get out of the AoE and aren't running forward to survive the knockback. Have even used it to save someone in a bad position from Aerial Blast.
- Deltascape v2 and v4, save from tentacle AoEs and save from wind knockback poor positioning.
Of note - these are mostly trials or otherwise 8 man content, meaning one of you can drop protect pretty safely, or if esuna isn't needed, can drop it. E4E is iffy in trials without multiple threatening targets. Break, Cleric stance...nothing to write home about either unless you really need one for a burst phase or one for a heavy for whatever fight mechanics exist.
In trials I can find a use for rescue, I am happy to drop protect considering what I can save with a rescue, particularly with new players. It might see some use in savage, it really depends on how the mechanics are set up, but it's unlikely to ever be required by any means. I find it more useful than surecast typically speaking, but there are mechanics I might prefer surecast over rescue, and also something I'd probably be more likely to take in a planned static rather than DF. Neither are great. But it does feel good to rescue people successfully.
Last edited by Erakir; 07-09-2017 at 01:36 PM.
Actually, this isn't true. In most content you can find some use for Esuna, even if it's not required... there was a chart someone made on Reddit, maybe I should go find it. Hmm...
Otherwise, yeah you should take something else. But I would much rather take shitty Rescue over garbage Cleric Stance any day.
Last edited by VanilleFang; 07-09-2017 at 04:47 AM.
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