To me, SCH just needs to upgrade their current tools to serve DPS-related purposes while restoring their former DoT focus. Aetherflow can be tuned as a point-blank AoE action with a large radius, Deployment Tactics can be given the Bane treatment with a reactive debuff preventing it from being recast on the party, Fey Illumination can be given a haste effect, and so on.
WHM similarly can get a trait upgrade that gives them 4 Lilies and lets them use Misery on 2 Blood, with their filler DPS increasing to mitigate how much of a DPS increase that actually is to the point it's not worth worrying about at a casual level compared to saving Lilies for movement. They could see DoTs return as well, though I'd like Aero III to be changed to an instant cast spell used only for movement on bosses and AoEing mobs specifically.
AST isn't as tough for me, I'd like them to rework cards to restore most of how it functioned before (save Sleeve Draw and Play. I prefer the current versions of both). I'm pretty sure I'd prefer them to split 50/50 on damage and mitigation, along physical/magical/all to be specific. Then, add a cooldown called Reverse (akin to the tarot card positions) that turns the card into the opposite effect, to be used on an enemy (thus giving mitigation cards a damage use as well as a reason to use the Enhanced and Extended effects over Expanded). Another change would be the ability to pick whether you Royal Road the card before using it. Activating Royal Road once just stores the effect there till you activate it again (probably using an internal cooldown of 1-3 seconds). Lord/Lady would go back to damage and healing, but specifically would gain the ability to be affected by Royal Road so as to add more utility and passive healing (It's not difficult to find ways to use it with charges on Dignity). Seals could go away entirely, or be kept to show what a card will be Royal Roaded into. Divination would see a rework to allow you to draw specific cards, with a restriction of only being able to be used out of combat, and probably a massive cooldown of 10 minutes to mitigate abuse in dungeons. The only other change would be to show what cards are coming up in their UI. I swear most of the nonsense regarding AST would be vastly improved if that change to their UI was implemented. Then you could actually pre-plan for Sleeve Draw, for example. I don't think a hard rule change of never drawing the same card twice in a row is a big deal for AST either (exploitable, sure, but backloaded, meaning there's time to think about sequencing).
Last edited by Grimoire-M; 05-01-2020 at 12:49 PM.
Oh I wish SCH had combined DoT/HoT, the more dots you apply, the more regen your team gets. And you heal more by DPS-ing more.
Obviously it would need to be a small HoT but it would still feel nice. And combine Sacred Soil / Shadowflare (provide shield for party and debuff enemies)
Could be fun to have a job where skills have effect on party and enemies...
Let me dream
Larek Darkholme @ Ragnarok
No, Scholar needs its complete former kit back, because when we had the fairy abilities as separate skills they rarely ghosted. They fixed the problem and unfixed it with SHB.
Give us our DoTs, placeable Permanent Shadow Flare, Miasma 2 back, our OWN Eye for an Eye, Virus.... ALL. OF. IT.
If other healers cant handle it, they can play White Mage for all I'm concerned.
Color me salty, but I'm tired of logging into an expansion first day as a Scholar to find else what else they took away from us and how badly the fair has been nerfed again.
ENOUGH IS ENOUGH
The fundamental problem is there remains a giant disconnect between how the dev team perceives/intends for players to heal and how we actually heal. I have no doubt they still believe healers actively heal in all content hence their continual adjustment to the healing aspects. Furthermore, they're far too concerned with the lowest common denominator. Both these mindsets make it all but impossible to properly address the criticisms people have because they're trying to please an extreme. What needs to happen come 6.0 is for the dev team to decided once and for all what healers are supposed to be in this game. If they want them to primarily focus on healing and support, then make all content require it. Yes, casual content will still be significantly easier but there's a middle ground between "barely ever healing" and "not needing to heal that much." When new abilities like Seraph and Temperance come out yet have virtually zero use outside Savage, it only frustrates casual players more.
Conversely, commit to the DPS aspect and give healers a damn DPS rotation not unlike tanks. Having a single button and a dot you spend the vast majority of your time spamming makes healers boring.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Perhaps with the UI update they let ASTs see the next 3 draws, and divination changes the future order of the cards. I wouldn't say set it to 10 minutes per divination though if it can only be used outside of combat, probably 4 - 6 minutes is good for mitigating abuse in dungeons or otherwise it becomes a skill seen pretty much for raiding as a lv 70+ opener. Preferably, I would like to see this cd aligned with sleeve draw.
I agree with your other points though. If the UI updates and the card effects change where seal type doesn't matter, drawing the same card twice in a row doesn't matter. Letting the AST mitigate and flip the card effects lets you have more utility too. However, I rather they bring back Ewer's mana regen ability than split mitigation into physical/magical. ASTs are in dire need of mana, especially after they die. They don't have a thin air nor aetherflow to bounce back.
The only potential problem I see with this is how the raid tier is built. It's precisely because everyone usually maps out their cooldowns and skills in savage to the dot as every battle follows a specific sequence that ASTs become this unpredictability factor with their cards in a static. Their DPS contribution would be unstable and their mitigations may not be available when it is required for something like a dps check before the party wipes. The uncertainty factor might be too much here and would require the card system to be reworked in a way such that if they plan on continuing this kind of raid pattern, then there may be a more bigger requirement on guaranteeing the cards drawn. This would then tie into how important the card system should be for an AST in content.
To me SCH was gutted to the point where I dont even play it anymore. SCH getting back energy drain was hard enough
I think SE can see these posts but with being mid expansion they are better off going for big change to healers again in 6.0
Since 6.0 will be a new healer job, we should expect another healer overhaul.
(Since the OP may not be aware, it's better to use JP to refer to the Japanese servers and community instead of the three letter abbreviation in your title. That term has racist connotations with roots in the events in mid-20th century.)
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
That's the thing the devs did right with ast in 5.0 they made their healing skills they got feel much more worthwhile and needed because they were much weaker.
The issue?
Sch and Whm were tuned far higher and the devs decided than rather bring the other two down to ast's level thus making their healing skills more useful they brought ast up to whm and sch making their skills more redundant.
Now i'm not saying it would have been a good idea to nerf sch/whm healing 1 month after release, that would've been silly, especially since everyone just got used to them but next expansion they should have all healers at roughly the same heal strength for their intended goal for content and not a clear disparity.
|
![]() |
![]() |
![]() |
|