yup first the SB cards now noct sect as bright flower said, this is a double punch in the face, if anything we can always give sage a try and hope its single shield will be similar to aspected benefic shield which is instant cast
Last edited by IceBlueNinja; 02-23-2021 at 12:14 AM.
Triple. we lost our time magic as well
Yup also the fact that time mages has reflect which is technically a type of barrier makes think sage should have been pure healer instead and we keep noct and they remove dirunal since ast is pretty much seen as a time mage like job, It be nice if they give us heavy support spells then to make up for this mess such as slow.
Or better still, they could have kept doing what they were doing and make every healer shield+regen. Diurnal and nocturnal having counterparts on the other healers. White mage changes between light magic for shields and elements for regenYup also the fact that time mages has reflect which is technically a type of barrier makes think sage should have been pure healer instead and we keep noct and they remove dirunal since ast is pretty much seen as a time mage like job, It be nice if they give us heavy support spells then to make up for this mess such as slow.
sch goes between eos and selene for regen and shields
Its better to add things than to take away, but SE apparently just tests battle content on an ai first, and if the same is true of jobs, then no wonder healers are in the current mess.
That is a splendid idea. Could not agree moreOr better still, they could have kept doing what they were doing and make every healer shield+regen. Diurnal and nocturnal having counterparts on the other healers. White mage changes between light magic for shields and elements for regen
sch goes between eos and selene for regen and shields
Its better to add things than to take away, but SE apparently just tests battle content on an ai first, and if the same is true of jobs, then no wonder healers are in the current mess.
So... more homogenization?Or better still, they could have kept doing what they were doing and make every healer shield+regen. Diurnal and nocturnal having counterparts on the other healers. White mage changes between light magic for shields and elements for regen
sch goes between eos and selene for regen and shields
Its better to add things than to take away, but SE apparently just tests battle content on an ai first, and if the same is true of jobs, then no wonder healers are in the current mess.
No assuming SE actually put some thought into it. Different healers could have had different levels of shields and regens. Sch high on the shields with maybe 1 or 2 regens, Whm the opposite. Sage and Ast could have had more equal numbers of shields/regens. Ultimately stances are just a tool to help with job design, they aren't neccesary with clever design
Hell if Sage turned out to be like ast with two stances they wouldn't have needed to take chunks out of it a third time. There's pretty much nothing left of Ast that isn't stolen from whm or reduced to a mockery of itself.
But SE doesn't bother to think or even give a damn about healers. The new healer from a lot of the interviews and the reveal was driven more by SE obsessing about balance rather than fun when balance is not the problem.
There's been tons of suggestions over the forums with ideas to diversify and improve the healers. But SE chooses not to listen
Rumour has it that they have an ai test out savage floors, if thats the case with jobs too, no wonder healers are the way they are
I always ran in diurnal anyway, so I'm not worrying much.
I also sort of wondered when this was going to happen as astro was playing dual roles for healing, and with a new healer introduced astro being be pruned down seems necessary long term.
Also has me speculating on Neutral sect and what it will be worked into. It is such a powerful buff and on a short cooldown I use this every time it's ready. With shields gone will it just be meh? Also synastry I feel this could be worked into another skill, celestial intersection maybe since shields are removed?
Just speculating.
Other then the healing I feel like we are going to get more seal skills like divination. We can build different seal combos for different effects.
Divination would stay raidwide damage increase with all three seals represented.
Where we would have an alternate seal spender on a 45 sec cooldown that interacts with the seals that you have. This would fill the gap right after a divination use so that you can still throw out cards and us your seals before divination comes off cooldown. I wouldn't mind if minor arcana system get's the boot honestly.
Seals would also play more of a role in what your choosing to play. i.e. seals have special bonuses baked in respectively. These bonuses can only be granted with the new seal spender (divination) ability.
Lunar - Incoming healing increase
Solar - Skill/spell speed increased
Celestial - Reduced incoming damage
Each seal value is 1%/2%/3%
Example: This would allow you to stack 3 Lunar for 3% Incoming healing when you use the "seal spender"
Or combine 2 Solar and 1 Celestial for 2% skill/spell speed increase and 1% reduced incoming damage
Just thinking about the gap after a divination use and filling it in with more cards and a seal spender.
Shadow bringers card system is so boring and basic and divination is too much work for its short duration and mere 6 buff, for all the work to do this and its horrible cd they could have least make the damage increase be 15% or least 10% , nothing whack than having 2 melee dps + tank for light party dungeon and only me the healer who is range aint going to bother card himself since dps is there for the major damage dealing, what makes it annoying is getting range cards and redrawing like 3 times only to still get a ranged card , ofc opposite too when its 2 range dps tank is only melee. While some did not like the SB cards and find it tactical I found it to be way better and effective. Bole was nice migi balance was good for attack buff, arrow to make black mages burn things down real quick, crit for monk/bard, spire I always just burn it and save my ewer for mp self restore. I am one of the few who find every old SB card of some type of use. Still agree with Recon106 about each class doing abit of regen and shielding. there always be healer fights because of this personal pure heal vs pure shielder things. Sometimes I wonder if tanks atm or dps are having fights with each other as bad as healers mains are atm. SE must gonna have fun redoing ast story line.
Last edited by IceBlueNinja; 02-24-2021 at 12:39 AM.
Crit% looks 'nice' until you realize it's an unreliable damage increase over such a short period of time. Mitigation is very niche to use, probably useful to throw at tanks who often forgot their cooldowns, but in the end they are excessive & tanks have plenty cooldowns themselves. Sks/sps increase may cause drifting and many classes don't want that. TPs are relics of the past expansion. MP gains are only great so long as the players are terrible at MP management, and MP management---while takes some time to get used to, are terribly easy to conquer at this point.Shadow bringers card system is so boring and basic and divination is too much work for its short duration and mere 6 buff, for all the work to do this and its horrible cd they could have least make the damage increase be 15% or least 10% , nothing whack than having 2 melee dps + tank for light party dungeon and only me the healer who is range aint going to bother card himself since dps is there for the major damage dealing, what makes it annoying is getting range cards and redrawing like 3 times only to still get a ranged card , ofc opposite too when its 2 range dps tank is only melee. While some did not like the SB cards and find it tactical I found it to be way better and effective. Bole was nice migi balance was good for attack buff, arrow to make black mages burn things down real quick, crit for monk/bard, spire I always just burn it and save my ewer for mp self restore. I am one of the few who find every old SB card of some type of use.
This is why DMG% always wins. It's the most consistent of all offered buffs. I'll give you this much: ShB cards is somewhat boring, yes. They're not the best but it works especially with the way the game encounters works.
Also 10% buff is already too strong (hello old Balance). Divination buffed into 10% will just break it (hello 8-man party).
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