I'm time stamping my post so that when 6.0 comes out, I can look back on this moment and weep. Hell, if I really gave it enough thought, I could probably take a whack on what SCH and AST 81+ skills will be too.
SCH:
Broil 4/Biolysis 2
Fey Tactics - Fairy Lustrate for 10 Fey Gauge
Aetheric Division - Summons both Eos and Selene to throw out an AoE heal every 3 seconds, draining fey gauge for as long as the skill is active.
Enhanced Emergency Tactics Trait - E-tactics now reduces the cost of Addlo/Succor as well as adds a 2nd charge to the skill.
Enhanced Deployment Tactics Trait - Reduces the CD to 90 seconds
AST:
Malefic 5 (Probably changed to something like Malpoios)/ Combust 4
Stellium - Adds a Heal + Regen/Shield effect to all cards played during its duration, depending on sect active. Minor Arcana gain both Regen/Shield effects
Quadruplicity - Shares a CD with Divination. When you have 3 of the same Seal, increase the D.Hit/Crit/SkS+SpS of yourself and allies, depending on the Seal (Solar = D.Hit, Celestial = Crit, Lunar = SkS+SpS).
Enhanced Celestial Opposition - Restores MP and stuns enemies within the radius
Enhanced Celestial Intersection - Adds a 2nd charge to the skill.
Just to stave off any potential backlash in regards to these "predictions" I want to just state that while I'm not suggesting these be what SE adds for Healers come 6.0 but rather how my interpretation of SE's actions have lead me to believe that this is how their mentality works. They reintroduce the same skill they had previously removed under a new coat of paint and calling it a day, hence why something like the Enhanced Celestial Opposition trait could very well be a legitimate passive come 6.0.
"Cool cool, but you forgot to remove 8 popular skills from each class, to nerf Fluid Aura, and to turn a WHM skill into a role skill. Temperance should do the trick, yeah.I'm time stamping my post so that when 6.0 comes out, I can look back on this moment and weep. Hell, if I really gave it enough thought, I could probably take a whack on what SCH and AST 81+ skills will be too.
SCH:
Broil 4/Biolysis 2
Fey Tactics - Fairy Lustrate for 10 Fey Gauge
Aetheric Division - Summons both Eos and Selene to throw out an AoE heal every 3 seconds, draining fey gauge for as long as the skill is active.
Enhanced Emergency Tactics Trait - E-tactics now reduces the cost of Addlo/Succor as well as adds a 2nd charge to the skill.
Enhanced Deployment Tactics Trait - Reduces the CD to 90 seconds
AST:
Malefic 5 (Probably changed to something like Malpoios)/ Combust 4
Stellium - Adds a Heal + Regen/Shield effect to all cards played during its duration, depending on sect active. Minor Arcana gain both Regen/Shield effects
Quadruplicity - Shares a CD with Divination. When you have 3 of the same Seal, increase the D.Hit/Crit/SkS+SpS of yourself and allies, depending on the Seal (Solar = D.Hit, Celestial = Crit, Lunar = SkS+SpS).
Enhanced Celestial Opposition - Restores MP and stuns enemies within the radius
Enhanced Celestial Intersection - Adds a 2nd charge to the skill.
Just to stave off any potential backlash in regards to these "predictions" I want to just state that while I'm not suggesting these be what SE adds for Healers come 6.0 but rather how my interpretation of SE's actions have lead me to believe that this is how their mentality works. They reintroduce the same skill they had previously removed under a new coat of paint and calling it a day, hence why something like the Enhanced Celestial Opposition trait could very well be a legitimate passive come 6.0.
I like how you didn't even mention WHM, it's the most played healer so obviously it's perfect and should never be changed again." - SE's class design team, I guess.
I'd already guessed what skills they'd add to WHM earlier in the topic."Cool cool, but you forgot to remove 8 popular skills from each class, to nerf Fluid Aura, and to turn a WHM skill into a role skill. Temperance should do the trick, yeah.
I like how you didn't even mention WHM, it's the most played healer so obviously it's perfect and should never be changed again." - SE's class design team, I guess.
As for skills removed, I don't really see them removing anything from WHM except maybe Fluid Aura at this point. I can see them combining Afflatus skills with their corresponding base spell (Cure 2 turns to Solace, Medica turns into Rapture, etc.) once you have a Lily up, although I see that as a negative thing rather a positive one since you wouldn't be able to piggyback Solace/Rapture immediately after a Cure2/Medica if the situation required it.
I can see Ruin 2 getting axed from SCH.
AST, I can see Synastry being cut but even that's a stretch for me.
I knew you didn't mention WHM here on purpose, I was just joking about SE's general "I don't care" attitude towards WHM. I mean, all we got in 5.1 was extra range on Asylum, which absolutely nobody asked for.I'd already guessed what skills they'd add to WHM earlier in the topic.
As for skills removed, I don't really see them removing anything from WHM except maybe Fluid Aura at this point. I can see them combining Afflatus skills with their corresponding base spell (Cure 2 turns to Solace, Medica turns into Rapture, etc.) once you have a Lily up, although I see that as a negative thing rather a positive one since you wouldn't be able to piggyback Solace/Rapture immediately after a Cure2/Medica if the situation required it.
I can see Ruin 2 getting axed from SCH.
AST, I can see Synastry being cut but even that's a stretch for me.
I dunno about Ruin II, SCH has so many ogcds that removing its weaving spell would be a terrible idea. But hey, "terrible idea" also defines the 5.0 healer changes.
I can definitely see Synastry die, it's so niche and has been nerfed once already.
Though we'll probably keep Fluid Aura, it's been useless for two expansions already. Or maybe it'll become a role action.
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