Results 1 to 10 of 21

Thread: Armored Healer

Hybrid View

  1. #1
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by RinaB View Post
    I've seen people come up with all kinds of ideas for healers and chemist seems to be liked but how about an armored healer? I know the default thought is "paladin is already in the game" but for a game with no specializations like WoW, perhaps they could do something like how sch and smn level and your gladiator could choose between being a tank or healer. There's potential here in terms of gameplay to break up some of the sameness in healer roles and the gear would obviously be different. I loved maining a holy pally in my wow days and was sad to see no similar class was in ff14.
    People love the class branch idea and come up with these suggestions fairly frequently (though less so recently), but they seem to miss a key point - skills from a base class can't be separated out depending on the branch you choose. This is why SMN has physick, even though it's so weak it's useless. If you try to branch a healer from GLD, you have to keep in mind this healer will have things like enmity generating melee combos with no way to separate that out. You really might as well just make a new class/job entirely, it would be easier than trying to cancel all the tanking abilities.

    Now with that out of the way, there's a problem with "armored healer" in general. All tanks share gear within their role, and all healers. SE isn't likely to make custom gear for every content for an armored healer. Even if you take the approach that maybe they should share gear with tanks or melee, that introduces its own problems, eg, they'd be more survivable than other healers while potentially having useless stats - or if you make them useful, you have to balance that as a dimension entirely separate from other healers.

    Now what you could pragmatically do is have heavy armor be part of the new healer's AF. However, that's not much of an identity in itself. Maybe you could make Chemist armored, or have a necromaner-healer that's armored, but just "armored" doesn't tell us much. But if you're envisioning a holy type healer with the holy pally thing... well, it's doable, but it would be tricky to avoid a lot of overlap with WHM.

    As is, you can get fairly close to this by glamoring plate armor onto WHM (just you've got a staff instead of a sword). So to separate your idea from this, I would suggest fleshing it out a bit more. For example, are you envisioning a melee healer? If so, that helps give it a bit more identity. But we still need to know more about what this healer would do.

    tl;dr: "armored" healer is a visual style (not class/job design) that you can have right now. To create a class with that theme, a lot more work would need to be done.
    (1)
    Last edited by Risvertasashi; 01-14-2020 at 01:12 AM.

  2. #2
    Player
    Jaelommiss's Avatar
    Join Date
    Jul 2018
    Location
    Gridania
    Posts
    154
    Character
    Qina Jumaloth
    World
    Excalibur
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Risvertasashi View Post
    People love the class branch idea and come up with these suggestions fairly frequently (though less so recently), but they seem to miss a key point - skills from a base class can't be separated out depending on the branch you choose. This is why SMN has physick, even though it's so weak it's useless. If you try to branch a healer from GLD, you have to keep in mind this healer will have things like enmity generating melee combos with no way to separate that out. You really might as well just make a new class/job entirely, it would be easier than trying to cancel all the tanking abilities.
    This is blatantly false.

    SMN maintains all ACN spells. SCH maintains one ACN spell, plus a few that share the same name but have different spell IDs. You can verify this yourself on the official job guides or Garland Tools. It might also be visible in game, but I'm away from my computer right now and can't check it.

    While I agree that a single class branching into multiple jobs is probably a poor idea, it's not because the split jobs would necessarily have all of the base class's abilities.
    (4)

  3. #3
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Jaelommiss View Post
    This is blatantly false.

    SMN maintains all ACN spells. SCH maintains one ACN spell, plus a few that share the same name but have different spell IDs. You can verify this yourself on the official job guides or Garland Tools. It might also be visible in game, but I'm away from my computer right now and can't check it.

    While I agree that a single class branching into multiple jobs is probably a poor idea, it's not because the split jobs would necessarily have all of the base class's abilities.
    (damn you beat me to it) Going further from this post, this would technically mean they could easily rework SMN Physick to work with INT instead since SCH's Physick has a different skill ID, or they could use the skill ID to implement a new skill.

    To sum up all spells that exist on both jobs visually, but are rarely if ever the same:
    1.) Ruin I - SMN: 180pot, SCH: 160pot
    2.) Ruin II - SMN: 160pot, SCH: 160-200pot, upgraded with Broil masteries.
    3.) Energy Drain - SMN: 100pot + grants 2x AF, SCH: 150pot + steals HP and MP + gives 10 fairy gauge (costs 1x AF)
    4.) Physick - ironically same at this point, but the skill ID is seperated from ACN / SMN and SCH
    (3)

  4. 01-14-2020 07:32 AM

  5. #5
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Jaelommiss View Post
    This is blatantly false.

    SMN maintains all ACN spells. SCH maintains one ACN spell, plus a few that share the same name but have different spell IDs. You can verify this yourself on the official job guides or Garland Tools. It might also be visible in game, but I'm away from my computer right now and can't check it.

    While I agree that a single class branching into multiple jobs is probably a poor idea, it's not because the split jobs would necessarily have all of the base class's abilities.
    Yeah, ok, I should have just said it would be easier than cancelling the stuff from the base class. At this point, there's really no reason to not just make stuff its own job, as SE has been doing for new jobs after Ninja.

    Quote Originally Posted by RinaB View Post
    im just saying to make a holy paladin in ff14. the job is already here and in terms of the gear they could literally just make another set of the tank gear they already make with reduced vitality and different stats.
    Glamor some armor onto WHM. Bam! Holy paladin.

    The only thing you're missing is a sword, but there are some metal staves that would fit with the armor pretty well (I'd suggest the Thordan weapons, probably).
    (0)
    Last edited by Risvertasashi; 01-14-2020 at 07:59 AM.