I'll reserve judgment at this point until I get to play the updated healer roles during Shadowbringers.
Who knows? Maybe I still have use for them in my repertoire. We'll have to wait and see.
I'll reserve judgment at this point until I get to play the updated healer roles during Shadowbringers.
Who knows? Maybe I still have use for them in my repertoire. We'll have to wait and see.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn
I like how they completely ignored lvling and outside duty gameplay and made all healers a dungeon-raid only class. xD
Imagine a healer trying out eureka for the first time, oooh that would socks.
You mean buffed to hell. SCH has guaranteed critlo every 90s now.
Aside from that. Healing wise, I think the Healers update was nice.
DPS wise, bit overkill, but I'm on the side that we had too much time to DPS rather than not engaging enough DPS.
The extras are mostly hit or miss based on content.
Currently unnecessary healing amounts, but content dictates that, if we are lucky we'll finally get content that requires more healing before vastly outgearing. If they actually follow through with increasing the party/raid damage input, this will be fine, it is a wait and see point unfortunately.
AST Cards... /cry
Changing them all to be DPS increases fine... but I at least wouldve preferred the Melee/Ranged split being +Dmg, +Crit, + DH, +Speed instead of 3 pairs of lesser Damage, and 1 pair of slightly better Damage...
Basically All there is to cards now, Is my card Melee or DPS, have i used a Solar/Lunar/Celestial pair yet... end... where you place the card is pretty much decided solely on if they attack from range or melee. And I'm hoping the Melee DPS applies to tanks as well, and the Ranged DPS applies to healers as well, otherwise the cards become 50% weaker when soloing, as opposed to 25% weaker (50% chance of melee one making the odds of getting 6% dmg over 3% damage being halved).
Welcome to the WHM life?
Its not like that the new dps rotations are actually new. WHM was doing this same Aero -> Stone to infinity rotation since forever. And it has sorta sucked since forever.
I am not a healer main but I kinda wonder how even more boring the lower levels will be. I doubt that they increased the outgoing damage so much because that would still be bad for all those bad players out there that would then complain that healing is too hard.
???
All the healers are going the way of AST for damage and AST was fine leveling in Stormblood.
♥ Baby, tell me, what's your motive? ♥
Healers will be fine in 5.0
Players that can't adapt won't be fine in 5.0
Olivar Starblaze
Onion Knight - Lalafell Carbuncle Retainer
<TASTY>
Ragnarok Server
Here's my hot take on this as someone who does savage raids on SCH (real raider)™ and it will be mostly about SCH:
Removal of Energy Drain: the fun part about being a SCH was the weighting of what to use aetherflow stacks on. One of the core aspects of the job resolves around aetherflow stack management, that have now been dumbed down, no Bane either.
Aetherflow can only be used in combat, because waiting 30 sec after a wipe is too much for some it's going to be now clunky on every pull.
Selene: completely gone, not even one of her skills got left. Is that how you balance stuff?
New "super faerie" Seraph can apply shields which is great but they cannot stack with your own shields? Both Seraphic Veil and Consolation apply shields which will work against each other.
While the emphasis on more faerie action is nice, mini burst heal, super faerie with her 2 new burst heals plus shields seem pretty nice in my book, losing a faerie in the process though is disappointing.
The idea of streamlining a job is good on it's own, but you went a bit overboard with it (hello, 4.0 again)³ if you remove stuff you also need to add stuff, and boy those hotbars look rather empty now...
Don't lower the ceiling but raise the floor, playing healers for years was already becoming stagnant, by dumbing down the jobs you'll make it even more so.
Personally, I'm not playing healers outside of savage/extremes much because they are pretty boring with their simple dps rotation. If there isn't a big change in how damage works in raids they will simply bore people out of the healing jobs.
Here's a little bit on AST that I don't see many mention: Why did you remove time manipulation skills? Wasn't that a major point in AST quests/lore as well? Because it was fun?
Last edited by BunnyChain; 05-30-2019 at 08:45 PM.
Great community btw
It doesnt matter how much damage we get in dungeons or raids. We will be overgeared at some point (like always), and the damage will just tickle like it does in current content. How much damage can it be if we have only 50k+ HP and constantly heal up, 10k ticks per second? If we are dead, we are dead.
For those who haven't watch many videos. the people who went to the media tour were level 80 synced to 73 when they were in the dungeon. Everything in that dungeon hit like a truck. They are planing for a whole lot more healing to be going on with things hitting harder. So they simplified the dps yes but that's because you are not going to be doing it as much. In my opinion thats why the cards changed to, to help make up for the dps loss of healing so much
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