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  1. #21
    Player
    Volkaj's Avatar
    Join Date
    Oct 2018
    Posts
    81
    Character
    Volkaj Jukres
    World
    Faerie
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Saefinn View Post
    I'm a Scholar thinking it should be removed. I can't think of how SCH would be in a much worse situation without it, but is something I'm experimenting with at the moment, I've removed Indom from my crossbar. It was added back when SCH's weakness was that it couldn't get people's health back up quickly. Back then I was one of those Scholars who found ways of making up for that weakness and honestly, thought the it was fun and didn't feel SCH needed that patching, because I had to utilise my other spells better. And I don't think the job suffered from it in content. Whilst content is not the same nowadays, we also have more healing tools at our disposal to better utilise and we still have Fey Blessing, which as a pay off, could have its recast time reduced.

    With regards to summon Selene. I'd prefer they reverse their decision to remove Selene's abilities. But the others listed I agree with, well on the fence for Medica I, but I don't play much WHM (and only just starting to catch up in ShB on it), when I have I use it more than Cure III, but a WHM could walk in and say "what are you doing fam? Medica I is so obsolete".
    SCH wouldn't be in a much worse situation without it because there are few scenarios nowadays which demand tons of raw healing (outside maybe Universal Manip + Doom on Hades EX maybe?). Most of the time you can get by with Sacred Soil's powerful regen (which effectively replaced the spot Indom had in SB) if Whispering Dawn is on cooldown. But I'd argue Indom has to stay, because emergency spamming Succor to top off the party for a doom-like mechanic will sap your MP and lead to a wipe. That's my take on it anyway.

    I'd remove Medica I because the mechanics which require the party to be far enough apart for Cure III not to apply yet require enough healing that it wouldn't be convered by literally anything else are absurdly rare. Most of the time I see Medica I used right after Medica II (bad play) or when the party is stacked anyway and Cure III would've worked. Another thing to consider is that Medica II + one tick (3s) is equivalent to Medica I. So even if Medica I was removed and you found yourself in the rare situation where it would've been useful, just using Medica II again will do almost the same thing.
    (0)

  2. #22
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    I wouldn't mind seeing the following go on SCH:
    * Indom
    * Excog
    * Seraph + Consolation
    * Recitation
    * Fey Union
    * Sacred Soil heal trait
    * Broil III/II/I
    * Art of War
    * Chain Strat
    * Aetherflow combat requirement

    Going by the same idea to cut down on oGCD potency and cooldowns with all that healing potency be transferred to Lily. Also it would be a tearful goodbye to the Broils familiy and AoW but on the positive side Bio, Miasma, Bio 2, Bane, Shadowflare and Miasma 2 could come back from their undiclosed holiday, on the negative: .

    Not the thread for it, but also bring back Selene.

    Quote Originally Posted by EaMett View Post
    Can't help but think a lot of these suggestions come from a lack of high end content healing experience. I'll admit this savage tier was relatively easy so I can see where the confusion would come from since you don't need your full healing kit, but still.
    Quote Originally Posted by Saefinn View Post

    Though it does raise the issue: the disparity between, casual, semi casual and non-casual content. Non-high end raid content needs to be interesting to heal, for example.
    I'll be first to admit I clamor for healing changes with only Extremes under my belt and barely toes dipped in Savage with the FC for giggles this expansion, but the again most fun I've had in this game on SCH was far away from the things in the High-End tab.

    We had Savage and Extremes in 3.0, even in 2.0. I didn't enter them there either, but I ran a lot of other stuff, even fates, just for the kick of it on SCH. And I suppose this is where it clashes as I keep feeling SCH is hypertuned for their role in a couple particular fights and not the leveling, quests, guildhests, fates, low-level to high-level roulettes like I used to find it.

    Looking back at 3.0 I'm with Saefinn that Indom doesn't fit and it was the beginning of the problems as 4.0 saw introduction of Excog. Healing could be tense when I had to fall back on Physick and manually using Embrace, that was fun. All these press button recieve bacon skills pushing GCDs and the pet hotbar out is not particular engaging.

    Is why I find Blu is so very refreshing to heal with their gcds and with it's success SE reintroduce older skillsets to be swapped in as choices. Current iteration still existing as it seems optimized for the difficult fights, yet those like me could take all the dots, debuffs and pet hotbars and join Blu Mages in making a random mob's life miserable.
    (1)

  3. #23
    Player
    Volkaj's Avatar
    Join Date
    Oct 2018
    Posts
    81
    Character
    Volkaj Jukres
    World
    Faerie
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Sloprano View Post
    Looking back at 3.0 I'm with Saefinn that Indom doesn't fit and it was the beginning of the problems as 4.0 saw introduction of Excog. Healing could be tense when I had to fall back on Physick and manually using Embrace, that was fun. All these press button recieve bacon skills pushing GCDs and the pet hotbar out is not particular engaging.
    I personally don't understand this needless push towards GCD heals a lot of people in these forums seem to have. Ever since MP costs became irrelevant outside mass rezzing OGCD skills have always required more thought and planning because their proper use requires weaving and working around their cooldown (opportunity cost). Whereas GCD heals are literally just press button, get heal. This goes even deeper for SCH, since their Aetherflow skills have a DPS/MP cost as well through Energy Drain.
    (4)

  4. #24
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by EaMett View Post
    Can't help but think a lot of these suggestions come from a lack of high end content healing experience. I'll admit this savage tier was relatively easy so I can see where the confusion would come from since you don't need your full healing kit, but still.
    Fraid to say during ARR and HW I was a career sch/ast respectively it was due to HW raiding that I step down as career healer for SB and wanting to try something new but I have remained the grp's backup hlr for whenever a hlr cannot make it to make pugging faster etc so I have healed all fights just not progged any of them except Godka due to hlr having operation also had to learn that fight as hlr and nin simultaneously and got kill in practice grp in pf with random on nin XD.

    Now since SB I have not been as good on hlr as I was in HW due to never feeling pushed and I severely let my skills lax to mediocre at best degree at least dps wise. This is what u am like now I can and should go and improve my skills to really talk but I still have tried healing every fight baring ultimates Alex (not cleared any but have attempted all 3).

    Ik where cure 3 is useful, dissipation being far better now then ever has been, how things flow etc etc (still know I have plenty more to learn especially on efficiency front) but we are bloated with hlr gcds and ogcds and I have healed 2 savage fights with whm and sch using HW only abilities and spells (for whm no lillies which mean no blood lillies yes inefficient but raid grp was messing around so I did too) suffice to say SB and ShB healer skills are bloat, very useful, very much help to ease burden on new players, but bloat that could be removed and the only thing affected would be ultimate clears so 3 fights in entire game.

    That is really the problem I want to highlight how overbloated we are with redundant heals so much so that they make redundated our original ones but nah let's trim the dps abilities because they clearly cause a bigger issue on bloat >_>
    (1)

  5. #25
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Nocturnal AST might be God awful but they have already gutted the jobs identity enough.

    - B1 can just be B2 at this point
    - Play and undraw aren’t needed
    - Sleeve draw just needs some work but it is clunky.

    I would say that nocturnal MP needs to be fixed because the shield is not even good enough to warrant SCH level cost.
    (0)

  6. #26
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    People really want indom dead..? Not as a joke?

    I mean yeah, SCH has never been off meta, but I don't hate that enough to ask for the job to be gutted like that.
    (4)

  7. #27
    Player
    MerlinCross's Avatar
    Join Date
    Aug 2015
    Posts
    387
    Character
    Lavitz Orlandeau
    World
    Mateus
    Main Class
    Samurai Lv 80
    Fluid Aura needs to be pulled behind the shed and dealt with.

    Rework it into something usable, replace it with a usable water bubble barrier, have it place a buff on the WHM that makes it's next heal spell do like 15% more healing; SOMETHING.

    For Lore reasons we need a "Water spell" okay fine. But the water spell we actually get is deleted from hotbars and memory the moment we get it so why bother? Either rewrite the lore or rework the spell.
    (11)

  8. #28
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Iscah View Post
    WHM is stuck with Fluid Aura because they specifically learn "a water spell" during the Lv15 quests (after focusing on earth and wind in the previous two quests). They'd need to add something else instead if they removed it. Keeping it as a lower-power instant cast spell equivalent to BLM's Scathe might work.
    #GiveWHMFlood2020
    (5)

  9. #29
    Player
    Limonia's Avatar
    Join Date
    Dec 2013
    Posts
    511
    Character
    Elrica Lavandula
    World
    Omega
    Main Class
    White Mage Lv 90
    I agree that they could just make Cure upgrade to Cure II. Make it so that it costs less MP below level 50 or so, so you don't run out of MP at lower levels, and even later you get the trait where it's the potency and cost we have now. They could do something similar to Benefic.

    I also hate Sleeve Draw. It's a very annoying ability on controller. Instead of making me switch between targets even more I'd rather have something that's the opposite, like make the next card AoE.
    (4)

  10. #30
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I think the AST sects as they are could disappear so that it might just be a toggle button to be used in fight with some kind of CD. With the addition of Intersection and Neutral Sect, I could see them walk that way...

    I agree that WHM could lose an AoE heal, but most likely Medica rather than Cure III. Cure III has become kind of identity related to WHM, it has its advantages and drawbacks, it's an interesting spell. While Medica feels redundant now that we have Afflatus Rapture and, Medica II being "stronger" now that its regen duration has been cut.
    Fluid Aura could just be reworked as a damage oGCD really, just adding by potency to it.

    But I'd prefer having those underwhelming or clunky abilities reworked rather than just being deleted (we've lost a bit too much since 5.0).
    For instance Sleeve Draw could be made weave-friendly if it had no timer on the Sleeve Draw charges, or if it came with a Lightspeed-like effect where casts would be reduced while under the effect of Sleeve Draw.
    Synastry could work with healing abilities, not just spells. That kind of stuff...
    (4)

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