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  1. #1
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by Wawachume View Post
    Honestly, I still find it considerably harder to recover lost health on scholar than on white mage (as well as considerably easier to prevent the health loss in the first place).
    Healing HP as SCH has never been easier. Now that Soil has a beefy 600p regen attached, and recitation Excog/Indom exist.
    Preventing HP loss generally means continuously spending excessive mana on Adlo/Succor, which could be spent instead killing the packs via Art of War while Fey Union and the occasional Lustrate keeps the tank topped up.


    Quote Originally Posted by Wawachume View Post
    (It's worth noting, though, that I'm commenting from a dungeon perspective here, and things may be different in raids.)
    Dungeons aren't where the game's challenge lies. There's no enrage time limit, no hard punishing mechanics. Nothing 'typical' about incoming damage because it varies drastically with the tank's gear and competence thanks to iLevel requirements, and nothing that forces them to use cooldowns or die. They'll blame the healer while they should have been using their cooldowns. Nothing which forces the players to do more than the very bare minimum (keeping aggro/keeping everyone alive/dealing damage).
    I feel I may have gotten off-topic.

    Anyway. Giving shields and regens to all of the healers opens up the design space for unique identities which aren't based on whether or not they bring tools which could be vital to clearing an encounter. As I've said previously, AST is facing the most hardships from this because they don't have a massively solid healing identity outside of having 2 sects which you can't switch between once the fight starts.
    (0)

  2. #2
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by YusiKha View Post
    Dungeons aren't where the game's challenge lies. There's no enrage time limit, no hard punishing mechanics. Nothing 'typical' about incoming damage because it varies drastically with the tank's gear and competence thanks to iLevel requirements, and nothing that forces them to use cooldowns or die. They'll blame the healer while they should have been using their cooldowns. Nothing which forces the players to do more than the very bare minimum (keeping aggro/keeping everyone alive/dealing damage).
    I feel I may have gotten off-topic.
    That's the thing, Extreme and Savage seems where the Healers are currently balanced around, but are still expecting us to run dungeons, all 73 of them and only three of them let us use the whole arsenal. If considering all the Duties, 202 duties are available in the Duty roulettes, (plus 300 floors of Deep Dungeons). 8 of those in roulettes gives you the whole skillset. Unless you do it unsynced but then you won't get the tomestones you need for gear so you can get into Extreme and Savage where the SE apparently hid all the fun. Not only is the conventionalized healer job barely engaging here bare the occasional Mist Dragon and Griffin, but even with a light party of +71 levels we still get Sastasha or Tam-Tara.

    If SE expects us to toil and trugde through Copperbell for the umpenteenth time devoid of any challenge so we can get our entrance ticket to Savage and Extreme (that we might not be wanting in the first place) I find the least they could do is make the low-level stuff fun. Fully carthatic and challenge replaced just by blasting the entire packs of poor spriggans and hectatoncheirs with a colorful rainbow of varied dots, Miasma II and Shadowflare while Eos flies around smacking mobs with my Codex, but I can't. I'm stuck pressing 1 for Ruin until my finger bleeds because I the role I signed up for isn't needed unless the tank takes off all their gear.

    For the shared skills this is what Cross-Class skills and secondary and tertiary classes did back in 2.0. It's not as straightforward as Role skills, but it was a sight near better because it actually enticed me to level other classes and get conjurer to level 34 for Stoneskin. Sure I might not plan on playing White Mage, but at least that gave me a bit perspective on how that class works, and by extension how it might feel to play White Mage which is invaluable if I get paired with one. With how quick leveling goes these days, I'm still scratching my head why they didn't embrace classes instead of the trying to ignore them out of existence they are doing now.

    Because as I saw it, the Class was the base the Job's identity could spring from. They could all share some roots with Arcanist, Conjurer and make Time Mage for Astrologian, if only to make a second healing Class. All of the sharing some skills with each other and you could see how much you could put to use from entirely different ideas of how healing could work. The identity I think would help is sharing parts of all the jobs base, then go in completely and imaginative directions of how healing can work. Last time that happend seem to be HW, where each one blossomed in it's own direction, maybe AST was swaying a bit side to side from the stories, but then slowly and suddenly the divergence ended and they homingly converged into each other.
    (11)
    Last edited by Sloprano; 10-04-2019 at 04:16 PM. Reason: Bring back classes