Yeah and he acts like you remove the ability from your bar when it's role action. In general any role actions I make use of all have a place on my UI whether i have them activated currently or not.




Any "Mandatory" ability such as Raise, Provoke, Esuna shouldn't be in the cross role.




The problem with this is most of the other abilities are utter shyte. Cleric stance at a whopping 5%? Break (LOL)? Maybe surecast, situational as well.Baddies will ruin all good things and I don't believe in SE balancing around people being bad. Esuna being on role actions is great because it means you can exchange it for something else in the VERY often situation a fight doesn't call for it. I prefer it that way, personally, because it's such a wasted ability in like 80% of endgame.



Esuna isn't mandatory, not every raid or dungeon has things worth dispelling. Simple flame DoT? Just put a regen on.
Provoke isn't mandatory, only in raiding situations it is. But it's good to have in a dungeon for a pull that can't be reached by Shield Lob and Tomahawk. Or if you lose aggro but even then you can smack your threat combo to get it back.
Surecast is situational but it has it's use in O4S. Being able to stay in-place and cast oGCD heals, or damage without getting knocked back is a god-send.
Heaven forbid we get options to take the skills we want for the right situation.



While Esuna is rather situational, I do feel like Protect should have been an auto party buff if a healer is in light/full party. That way they could have kept stoneskin which is great for mitigation. I feel like what was intended to simplify roles has complicated things in other ways. Also I find it slightly annoying that we're still only offered 5 cross roles and felt like we should have been awarded a 6th one.
It's kind of annoying after the fact you find out you need something for encounters, specially if you go into roulette forgetting you need to add in Esuna due to things like Doom. (this is something to mention due to 24 man roulette going to be a thing) or that annoying Sludge mechanic in Sastasha HM.
Last edited by QT_Melon; 09-15-2017 at 01:42 AM.



Stoneskin was not great in HW, it was already a step out of the door. Benison is the new mitigation for WHM and that's okay.
Five slots is fine, just protect is a bit of a hazy situation as YoshiP did want to remove it but got some flack internally because of how can you have a FF game without it. If that skill was just passive, threads like this wouldn't exist. More or less every fight is a different. Savage is the same way, you really don't use the same five skills in every floor. Sooner or later they will probably throw a mechanic where Heavy (Break) could be useful again. You have to remember they did an analysis on every skill that every role should have.
Some may think some skills don't have value, but they also haven't done every content available in the game (O4S Surecast), or know that there was old content that actually had use for some of the skills when they were relevant (Heavy in A3S/Turn 5. Now that healers lost DPS skills that had the heavy trait).

I usually take Protect and my co-healer takes Esuna (I don't swap out protect because people die and swapping your role skills every pull is unbelievably tedious). Outside of Savage you don't have to worry about enrage timers, and I take both. Why is this difficult? And what else am I going to take? Rescue? I'd get reported for griefing within an hour.


I think it's more of a problem for new healers/players who see these skills as 'optional' and either don't take them or don't know how to use them. It's very likely a new player could get to 70 never having used Esuna and therefore not understanding its use or how it applies to debuffs.
Have seen it many times now the two people dropping at the start in o4n as neither healer can be bothered/understands how to remove the unavoidable Doom debuff.
Just make Esuna baseline and add something sparkly or fun in its place in the role actions list. Healers don't need choice when it comes to core mechanics.
Last edited by Ilyrian; 09-15-2017 at 08:37 PM.



When you're doing coordinated group stuff, that makes the most sense.I usually take Protect and my co-healer takes Esuna (I don't swap out protect because people die and swapping your role skills every pull is unbelievably tedious). Outside of Savage you don't have to worry about enrage timers, and I take both. Why is this difficult? And what else am I going to take? Rescue? I'd get reported for griefing within an hour.
In DF, I just leave Esuna in all the time and the Protect Swap macro is a beautiful thing. Then if the other person doesn't bother doing either, we're still covered.
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