Which is kinda why I was hoping WHM would get a real DPS rotation seeing how we are the supposed to be the pDPS healer with no raid utility.
But get got one thing added and one thing taken away, leaving the DPS part of WHM just as dull as it already was.
The PVP in FFXIV is balanced 100% seperate from the PVE side of things. Which is how it should be.Also on a side note I haven’t seen anyone talk about yet(if they did I’m sorry!) is Astro in pvp is good, but the card system they give us in pvp is not that great :/ you almost never need any of the cards that aren’t Balance so I think this may make pvp more engaging for AST at least. Scholar too. In pvp Scholar doesn’t get the fairy until you have enough Fairie gauge to make it worth it but Summoners constantly have Bahamut out. Not to blatantly compare the two but as the only two pet classes in the game, I do wish Scholar had more use of its Fairy in pvp.
I know pvp isn’t a huge part of a lot of people’s play time in this game, and not to say these changes were made based on pvp but idk. It is a positive to consider what could be.
I feel like I kinda rambled and I’m sorry about that. I am overall excited to see what is to come for all of us when the expac does drop
If they are concerned with how Astro's work in PVP, they'd simply change the PVP skills instead of changing both the PVP 'and' PVE skills.
For whatever reason, they felt dumbing the Astro's card system down to what is essentially 2 buttons for us to press (1 for the small buff, and 1 for the AOE buff) Was the right decision.
Hopefully after seeing the backlash from so many of us Astro players of how flat out boring that would be, they give it another thought and make changes.
As for me personally. Im not touching Astro again after ShB comes out if they dont. I'll just level up a WHM and bring along a 99stack of Braised Pipira's so i always have a 60-minute pocket Astro in my inventory while having better heals.
War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.


I feel like your putting a lot of spin on your statements and ignoring what doesn't support your argument.
Like saying the new card system is somehow deeper is just plain ridiculous.
Your going to just use the first card you pull since it will have a symbol for your 3 minute cooldown ,which is just useless unless you have 3 different symbols, 100% of the time
your second card will have a symbol you need 66% and you can redraw if necessary
third draw will be a 33% chance but you likely have several redraws and sleeve draw to get it
any forced symbol dupes get minor arcana'd and after you get your 3 symbols you minor arcana everything until you use the cooldown
then start over
They somehow managed to make it both braindead boringly simple and overly convoluted simultaneously.
They had to make it convoluted to hide the fact that they could have just removed the cards completely and its corresponding UI and just given us 2 skills and gotten the same effect.I feel like your putting a lot of spin on your statements and ignoring what doesn't support your argument.
Like saying the new card system is somehow deeper is just plain ridiculous.
Your going to just use the first card you pull since it will have a symbol for your 3 minute cooldown ,which is just useless unless you have 3 different symbols, 100% of the time
your second card will have a symbol you need 66% and you can redraw if necessary
third draw will be a 33% chance but you likely have several redraws and sleeve draw to get it
any forced symbol dupes get minor arcana'd and after you get your 3 symbols you minor arcana everything until you use the cooldown
then start over
They somehow managed to make it both braindead boringly simple and overly convoluted simultaneously.![]()
War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

I can definitely agree to an extent. It would really take some getting uses to. It is just a lot ifs at the moment is what I guess I was trying to say![]()
Hi everyone ^^’

I mean, that’s a simplification of my statement but, in short, yes, in this case. DPS is merely a fraction of the grander discussion.So, for you, if 2 or 3 healers have the same DPS rotation, they aren't different? is DPS rotation determining how unique a Healer job is? i don't get it dude. I agree with DPS rotation being boting, but i don't think that DPS rotation is what make healers unique or equals.
Basically, it “broils” (see what I did there?) down to intent. The Devs have said two things regarding healers, and I’m not quoting because I don’t have the exact interviews on hand: 1) any healer job should be able to clear all content; 2) healers should be, well, healing.
These two sentiments dictated how the jobs adjusted for Shadowbringers. The healing kits are, as the OP put it, much more streamlined yet, frankly, similar. All jobs received buffs to their healing capabilities and more heals. So it looks like all three can heal just as well with some variation and viable for all content. Also more heals means...more heals.
So the best way for them to diversify the three jobs so that they didn’t feel exactly the same is in the DPS kits. As it stood, WHM and AST were simple and SCH was much more interesting. They could have given more interesting mechanics to the other two to further individualize the classes, but instead they struck down the SCH to fall in line with the other two.
That’s why I was speaking on DPS kits differentiating the healers.
Look at the tanks, for example. They all have similar Tank and mitigation abilities, yet all four feel different in action, according to the media breakdown. They could have done something similar with the healers. They should have done something similar with the healers.
After all, White Mage, Scholar, and Astrologians are not healing AT ALL times. They have to be able to clear solo content as well. And why not make it interesting for them? Why have them press a single button for 30 seconds? It’s illogical based on the structure of literally every other job class in the game.


All of these healer changes are being made as if the game was being changed to meet these changes. But we've seen nothing to this effect, and when asked about it Yoshida skirted around the issue.
Going from the past and how we know SE looks at healing requirements, things won't change, or at least not enough to warrant this massive overhaul of DPS kits and increased healing across the board. I would love to be proven wrong, but the changes in ShB for every role so far were made to make each role feel more comfortable to jump into and play. Do you really think they took healers alone and made their job harder?
When I look at it like this, it just makes me feel like we've all lost a big chunk of our kit and identity for no actual reason.
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