This. It's incredibly obvious they have no idea what to do with healers of where they want them to go from here. I dread the day they make a new healer...
All I'd want is them doing something for scholar QoL.
Do something for Adloquim and Succor. Whatever it is.
Do something to Dissipation.
Do something with Selene.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
I think the issue goes beyond healers themselves (because IMO both WHM and AST are really fun right now) and to the healing mechanics & encounter design side of things. With healers able to bring people from 1HP to full in a few seconds, enemy base attacks hitting like my four year old with a balloon mallet*, and most of the dangerous damage being more tightly scripted than a Marvel movie, there are limits on what can be done in terms of healing mechanics.
Shields in particular are tricky in that environment because while burst healing can get you back up to full after damage, it doesn't work if the first damage hit is lethal. Shields can let you survive what would otherwise kill you, which tips between grossly OP and thus mandatory (because someone without shields can't keep people alive) and not particularly important (if nothing is lethal, AoE healing it up afterward is just effective and mechanically easier).
Combine that with SCH needing more of a rethink than it got, and you're in a bit of a weird situation. I'm definitely not looking forward to another healer class simply because they're having such a hard time getting the three they do have right. What does a fourth one really get you, and how would you make it distinct? More importantly, how do you fit it in and avoid creating another "every static uses the one viable composition and the other jobs can go pound sand" situation?
* Of course, not many bosses are as adorable as a four year old with a balloon mallet...
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Last edited by Tridus; 09-27-2017 at 09:09 PM.
Just some QoL fixes for SCH would be fine really.
E-tactics reducing the cost of Adlo/Succor
Improvements to Pet AI (applies to SMN as well)
Slight tweeks to Selene (Fey Wind upped to 5% and Silent Dusk replaced for a single target burst heal or even the antithesis of Fey Covenant to provide physical resistance.)
Last edited by Silver-Strider; 09-29-2017 at 09:58 PM.
I would love to see Silent Dusk replaced with a skill that caused a random 5 second duration debuff to a single enemy like stun, sleep, paralyze, silence, pacified, magic resistance down, physical resistance down, slow, poison, etc. Let her do this once every 30 or 40 seconds and actually be useful in a RNG kinda way. Then you could leave her on Sic and let Fey Wind and Fey Caress and Fey Mischief, for lack of a better word, do their thing.
This post is invalid IMHO because you're talking about having the spear changed back so you can do your self-imposed challenge. AST main to another AST main this makes no sense to me because you're doing content that wasn't intended to be done 4-man. And just because you can 4-man it doesn't mean it should be. I would also like to point out that dps may not be everything but it sure does mean a lot to a lot of players. I've seen many people get harassed at in chat for putting out "low" numbers and I'm sure many of us have witnessed this as well. I think you may have been forgetting that they are challenge runs meaning they are supposed to be challenging. SE isn't going to change Spear back because a number of people in the player base wanted to do an 8-man content as a 4-man. That is a self-imposed thing so there really isn't a reason for SE to bring it back since it isn't intended for self-imposing challenges. It's just such a niche scenario there wouldn't be any reason to overhaul a skill -again- just so you can complete your challenge runs.I'd like to see them put the Spear card back the way it was, because -10~30% cooldown reduction was significantly more useful than yet another tool for flat DPS increase. It's true that it didn't help on the scale of DPS, but DPS isn't everything in this game. I've been trying to 4-man Shinryu on minIL these days, and it's far harder without that cooldown reduction than it was with it. In fact, it may even be impossible simply due to the mana constraints that removing that card effect places on AST. Besides my vaguely infamous obsession with 4-man Shinryu, though, removing cooldown reduction makes various challenge runs simply impossible. Anything that relied on a cooldown being shorter than its base value is now impossible to complete. All those opportunities for cool challenge runs removed, all for the sake of speedrunning battles a few seconds faster on average. A worse trade, I have never seen.
I'd also like to see them give WHMs real control over how to use Lilies. And SCH needs some real love.
Last edited by XxViperxX; 09-29-2017 at 04:44 PM.
AST need better MP tools, and a bit more DPS capacity!
Final Fantasy XIV ARR & Heavensward
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[Jhonny Primero - Zodiark] [Moon FC]
<< WHM i193 >><< SCH i190 >>
Primals 10/10
Coils of Bahamut 13/13 (ARR)
Alexander 4/4
Adlo MP cost will be decreased based on this Reddit translation of the recent LL. More adjustments to be listed on the patch notes when they get released.
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