I think they should just put raise into caster/healer role action and make it work only with swiftcast or 8 second hardcast.
I think they should just put raise into caster/healer role action and make it work only with swiftcast or 8 second hardcast.
Which is why I think the focus of the role should be on utility (which includes healing and raising). WHM, as pure healer, can still fit, and can even add in bard and maybe red mage, just give them (more) healing ability.I think DNC can still be in the Healer role without being a "pure healer". I think AST is the closest to what you're talking about, but it's still classified as a healer despite providing some of the biggest damage buffs (e.g., Balance, Arrow, and to a lesser extend Spear). SCH has quite a bit of utility itself. The only healer the Devs seem to insist on remaining a "pure healer" is WHM.
I disagree that "utility" includes basic healing of a party and raising party members. Healers healing isn't "utility" in the sense that a BRD's support tools are "utility". Or even in the sense that AST cards are "utility".
Grouping the healers with BRD and RDM into a Support role would require revamping of the Duty Finder matching system. Because you'd have to assure that parties still get a proper healer, so you couldn't do "1 tank, 1 support, 2 DPS", and if they don't have a different identifier for healers versus BRD/RDM, that could spell problems (Imagine getting a party with WAR, NIN, BLM, BRD - because BRD surely doesn't have healing tools to keep a party alive, and I don't think they need skills for it; all I'd want to see "healer-like" for BRD is the return of healer LB3 for both BRD and MCH, because physical ranged LB3 is never used anyways). For RDM, Vercuring individuals in lieu of a healer is not their main purpose. Vercure itself is not used as part of any normal rotation.
I don't see the need for healers and BRD+RDM to be grouped into a "Support" role. But, then again, I don't see much need for a "Support" or "Utility" role either. Too many jobs already have support capabilities, and almost all have some form of utility - just some less so than others.
Last edited by HyoMinPark; 02-01-2019 at 05:58 AM.
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Hyomin Park#0055
My opinion, if you take Verraise out of RDM, then you cutting its popularity into MCH level. As in nothing “special” about it, just a mage with a red hat with an easy rotation...
Personally I would call this “click bait thread”
Well, obviously it wouldn't work just to put them together as is. A lot of things need to be reworked, which is perfect for a new expansion. I do think it's better to keep utility more confined to one role rather than having too many jobs with support capabilities.I disagree that "utility" includes basic healing of a party and raising party members. Healers healing isn't "utility" in the sense that a BRD's support tools are "utility". Or even in the sense that AST cards are "utility".
Grouping the healers with BRD and RDM into a Support role would require revamping of the Duty Finder matching system. Because you'd have to assure that parties still get a proper healer, so you couldn't do "1 tank, 1 support, 2 DPS", and if they don't have a different identifier for healers versus BRD/RDM, that could spell problems (Imagine getting a party with WAR, NIN, BLM, BRD - because BRD surely doesn't have healing tools to keep a party alive, and I don't think they need skills for it; all I'd want to see "healer-like" for BRD is the return of healer LB3 for both BRD and MCH, because physical ranged LB3 is never used anyways). For RDM, Vercuring individuals in lieu of a healer is not their main purpose. Vercure itself is not used as part of any normal rotation.
I don't see the need for healers and BRD+RDM to be grouped into a "Support" role. But, then again, I don't see much need for a "Support" or "Utility" role either. Too many jobs already have support capabilities, and almost all have some form of utility - just some less so than others.
And yes, obviously every job in the support role would have to be healers because you can't not have healers. Then again, I see people saying that healers have a lot of free time outside of healing anyway, so this would give more things to do other than healing.
In other words, I guess what I'm really saying is give healers more utilities and things to do that can contribute to the party's overall performance outside of just additional DPS. The only reason I say to add bard/rdm is to not make it a conflict between utility in healer/support and utility in DPS roles.
Or if the other roles should have some utility as well, then restrict it to one or two shielding utility in tank and offensive utility in DPS and then put everything else on healer/support. (Actually, why do healers have shields anyways? Give them to tanks.)
Is RDM suffering so much that it needs a DOT? I'm not quite sure that's the case, but if it is added, expect RDM to have potency reductions on it's current actions somewhere. The toolkit as varied as RDM's can't have everything.
If they did split scholar EXP-wise from arcanist, it's quite likely it would still require a Lv30 arcanist to unlock the job.
I doubt they would remove classes overall. It would require a huge amount of rewriting - you can't just take all the class quest scripts and change them to refer to the job name instead. Job quests often highlight the difference between class and job skills.
No, we really, really don't. A DoT adds nothing meaningful or interesting to our kit. If it builds our mana gauge, then it just means more running in and out of melee (likely actually running, because otherwise they have to adjust the cooldowns on Corps-a-Corps and Displacement too); if it doesn't, it's another button to hit that slows down gauge building. Nor does it really fit the job image as a flashy duelist, chaining rapid spells and building up to a big theatrical finish. It doesn't really work.
Uggh, dot and buff upkeep suuuck. Not having it is one of the refreshing things about RDM.My hope is RDM gets some sort of upkeep buff, like En-Spells. Adding magic potency to your autos/weaponskills, and making them generate mana of the given type. As an example, they could have Enthunder and Enaero as short-cooldown abilities that can only be used under procs. Enthunder could proc off Impact and Verfire, and Enaero could proc off Impact and Verstone. From there you get an extra layer of optimization for RDM, in extra proc/balance management and melee uptime. Plus, it would speed up access to our melee combo a bit, helping us align with the party's burst phases better.
Last edited by FaileExperiment; 02-01-2019 at 09:59 AM.
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