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  1. #1
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Truen View Post
    1 DD and 1 dot rotations are BORING. They should add more because of that fact alone. B O R I N G.
    They would need to rework their spaghetti code if they were to add a rotation for healers as using a gcd heal would break that rotation. Or have it act like RDM's verstone/fire ready buff.

    But not much of anything can be done because of a self-fulfilling prophecy, that someone much earlier noted. Healing was made easy/boring thus a drop in playerbase which in turn means the devs need to make healing even easier to make up for less skilled players which causes another drop in healers which again causes the devs to make healing easier and it'll keep continuing because they'd rather not spend the money or work hours to fix the root of the problem: healer dps.

    Which could be, hypothetically, solved by; reducing the amount of healing abilties, lowering the strength and the cooldowns of the healing abilities that stay, increasing the strength of gcd heals, lowering the cast time of gcd heals, adding at least 3 or 4 dps abilities (one is a single target ability with a 2 second cooldown, another is a DoT with a 30 second duration and 5 second cooldown, the third could be a single target ability with a 25 second cooldown, and the fourth could be an aoe with a 50 second cooldown) to replace the healing abilties that were removed and keeping Glare, Broil and Malefic for when healing isn't needed and lowering their cast times to 1.5 seconds.

    With that you; heal primarily through casting healing gcds and dps through weaving dps cooldowns between casting heals. And if healing isnt needed you still have Glare, Malefic and Broil to use. Dpsing as a healer would at least be more engaging as you'd have more than just 1 DoT and single target spell. You'd be casting a heal or Glare/Malefic/Broil then weave that DoT ability, then after the next heal or Glare/Malefic/Broil you'd weave the next cooldown then go weaving the 2 second ability until the others come off cooldown.

    The reason people hate having to spam gcd heals is there are no dps abilities to weave during them that do not have healing tacked on to them. Give dps abilties with very short cooldowns to healers with 0 healing tacked on and people would be content with spamming Cure 1 or Physick because they'd have those to use during the gcd.

    An unintended side-effect of that is too much mobility, but who really cares about mobility anymore when nearly every job has heaps of mobility now.
    (2)

  2. #2
    Player
    Flay_wind's Avatar
    Join Date
    Jul 2019
    Posts
    404
    Character
    Lily D'kryl
    World
    Shiva
    Main Class
    Dark Knight Lv 97
    Quote Originally Posted by Cithaerias_pyropina View Post
    Which could be, hypothetically, solved by; reducing the amount of healing abilties, lowering the strength and the cooldowns of the healing abilities that stay, increasing the strength of gcd heals, lowering the cast time of gcd heals, adding at least 3 or 4 dps abilities (one is a single target ability with a 2 second cooldown, another is a DoT with a 30 second duration and 5 second cooldown, the third could be a single target ability with a 25 second cooldown, and the fourth could be an aoe with a 50 second cooldown) to replace the healing abilties that were removed and keeping Glare, Broil and Malefic for when healing isn't needed and lowering their cast times to 1.5 seconds.

    With that you; heal primarily through casting healing gcds and dps through weaving dps cooldowns between casting heals. And if healing isnt needed you still have Glare, Malefic and Broil to use. Dpsing as a healer would at least be more engaging as you'd have more than just 1 DoT and single target spell. You'd be casting a heal or Glare/Malefic/Broil then weave that DoT ability, then after the next heal or Glare/Malefic/Broil you'd weave the next cooldown then go weaving the 2 second ability until the others come off cooldown.
    Not counting all death effects and some other BLU specific things, that's basically how BLU Healer mimic plays.
    You have Pom Cure with short cast time, after which you can weave your Primals (OGCD damage abilities on various cooldowns) in. You have Gobskin which is ~20% hp party shield without any healing component, so it's a strict mitigation. There's Exuviation (Cure 3 + Esuna)/Stotram (off-brand Medica), Angel Snack which is your busted 2 minutes CD which is *just* super charged off-brand Medica 2. And then there's also White Wind, which in a lot of situations is AoE Benediction (Ahem). No OGCD heals whatsoever, and as someone who has cleared all BLU content, which includes Synced/NoEcho Coils, AlexSavage and OmegaSavage i'd say they are not needed.
    You have Song of Torment, aka your 30 seconds 550 total potency DoT. Then you can slot in Rose of Destruction - 30 seconds 400 potency spell, Magic Hammer 90 seconds cooldown restores some MP and is basically a second stackable Addle. Also there's Sonic Boom which is your spammable 1,5 seconds filler spell, after which you can also weave your Primals in.
    (3)
    Last edited by Flay_wind; 06-11-2021 at 07:04 PM.
    Sometimes rumors are just... rumors.

  3. #3
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Flay_wind View Post
    Not counting all death effects and some other BLU specific things, that's basically how BLU Healer mimic plays.
    You have Pom Cure with short cast time, after which you can weave your Primals (OGCD damage abilities on various cooldowns) in. You have Gobskin which is ~20% hp party shield without any healing component, so it's a strict mitigation. There's Exuviation (Cure 3 + Esuna)/Stotram (off-brand Medica), Angel Snack which is your busted 2 minutes CD which is *just* super charged off-brand Medica 2. And then there's also White Wind, which in a lot of situations is AoE Benediction (Ahem). No OGCD heals whatsoever, and as someone who has cleared all BLU content, which includes Synced/NoEcho Coils, AlexSavage and OmegaSavage i'd say they are not needed.
    You have Song of Torment, aka your 30 seconds 550 total potency DoT. Then you can slot in Rose of Destruction - 30 seconds 400 potency spell, Magic Hammer 90 seconds cooldown restores some MP and is basically a second stackable Addle. Also there's Sonic Boom which is your spammable 1,5 seconds filler spell, after which you can also weave your Primals in.
    You dont even need all those abilities to have fun as blu healer. I'm missing some of the blu spells and its still a blast. Because i have an actual dps rotation between my heals even if its incomplete, which imo is how the game used to and should be- even without all your abilities you can have fun

    blu healer is very close to what i'd hope all healers would be with solid powerful heals and a dps rotation with a bit of utility and crowd control thrown in as well and weaving windows aplenty to fit in the ogcds

    Naturally given we are apparently going to be having another chunk out of Ast by the devs, we will have 2 regen healers and 2 shield healers. So a more in depth look at how I'd like it is one member of each has a higher focus on personal damage and the other on raid damage. That's not to say one or the other should lose out though, only have less emphasis

    Whm: High pot heals and lower regens, Larger elemental combo based dps rotation with strongest healer attacks. Only one or two utility actions, refunds heal potency like misery
    Ast: Low pot heals high power regens, small proc based rotation with cards and actions for lots of strong utility and ability to extend timers
    Sch: High pot heals with weaker shields, dot mage rotation with personal damage comparable to whm. Little utility but can spread dots and has fairy to help silence/stun
    Sge: Low pot heals but strong shields, burst type rotation with plenty of utility
    (1)

  4. #4
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Flay_wind View Post
    Not counting all death effects and some other BLU specific things, that's basically how BLU Healer mimic plays.
    You have Pom Cure with short cast time, after which you can weave your Primals (OGCD damage abilities on various cooldowns) in. You have Gobskin which is ~20% hp party shield without any healing component, so it's a strict mitigation. There's Exuviation (Cure 3 + Esuna)/Stotram (off-brand Medica), Angel Snack which is your busted 2 minutes CD which is *just* super charged off-brand Medica 2. And then there's also White Wind, which in a lot of situations is AoE Benediction (Ahem). No OGCD heals whatsoever, and as someone who has cleared all BLU content, which includes Synced/NoEcho Coils, AlexSavage and OmegaSavage i'd say they are not needed.
    A few things to note:
    • Pom Cure is roughly the same potency as Cure 1
    • Gobskin generates roughly the same strength shield as Succor without the healing component
    • Exuviation is the same strength as Medica with Cure 3's AoE
    • Stotram is identical to Medica
    • Angel's Snack is double the strength of Medica II but can only be used once every 2 minutes
    • White Wind is one of the single most expensive power heals in the game and it will drain your MP if you rely to heavily on it and gets weaker the lower your own hp is.
    • Angel Whisper is limited to once every 5 minutes.

    I wonder if the limits on Angel's Snack, White Wind and Angel Whisper a part of what allows for Healer BLU to be much more engaging.

    Quote Originally Posted by Lyth View Post
    And then you get the odd player who notes that BLU has a pretty fun system and gee whiz maybe it would be fun if more jobs worked this way. BLU might not be practical, but it definitely is fun. Maybe we should start by optimizing fun first?
    Part of what allows BLU to be fun is that it is 10 levels behind and can not be used for progression and party finder content. Make it level 80 and allow it to participate in Savage and players will start optimizing the fun out of it.
    (1)

  5. #5
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Part of what allows BLU to be fun is that it is 10 levels behind and can not be used for progression and party finder content. Make it level 80 and allow it to participate in Savage and players will start optimizing the fun out of it.
    Even then it's still more fun to play than some actual jobs because of the sheer amount of cooldown juggling it has. Even after blowing all the cooldowns in the 15 second opener it's shortest cooldown is just a measly 30 seconds long and you also have The Rose of Destruction to use that breaks up Sonic Boom spam briefly. Blue Mage is basically just Black Mage if Fire 4's cast time was 1 second instead of 2.8 and then had a trillion cooldowns to weave between casting 1 second cast time Fire 4s with the occasional Xenoglossy being The Rose of Destruction and Matra Magic.
    (0)

  6. #6
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    Part of what allows BLU to be fun is that it is 10 levels behind and can not be used for progression and party finder content. Make it level 80 and allow it to participate in Savage and players will start optimizing the fun out of it.
    What? One of the main things to do with BLU once you have it leveled is Savage progression, because the Morbol mount is locked behind it. There's the carnival and collecting spells, but since the only rewarding content BLU has is the Morbol mount, the only point in doing those is to prep for Savage. It's a job designed for Savage prog and while it's certainly optimized it remains extremely flexible and good fun.
    (1)

  7. #7
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Liam_Harper View Post
    What? One of the main things to do with BLU once you have it leveled is Savage progression, because the Morbol mount is locked behind it. There's the carnival and collecting spells, but since the only rewarding content BLU has is the Morbol mount, the only point in doing those is to prep for Savage.
    Considering all the players running around with random Blue titles that are not required for the Morbol Mount, I would hardly call the Morbol Mount the only rewarding thing.
    It's a job designed for Savage prog and while it's certainly optimized it remains extremely flexible and good fun.
    I would not call going back to clear 6 old and well known fights in BiS gear "Savage Progression"and BLU mage is hardly designed for it. Clearing BoCB and the 3.0 and 4.0 Savage fights with only BLUs is more a gimmick challenge mode akin to beating FFI with a party of 4 WHM. A "see what we can do" rather than a "this is how you progress through the game."
    (9)

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