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  1. #51
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Yhisa View Post
    In all fairness this is the problem with healers

    Currently I do like that they are finally splitting them up into shield healer and pure healer, so I expect more changes to happen to balance these roles together

    The problem I see on the scholar side is often people keep "pushing" to further their "healing" role, when in fact I think scholar needs to be pushed more on its "shielding" factor and support to the "pure healer"


    All scholar skills works as intended and require u to "think" with Ur co healer and map our Ur skills to beat the boss, with minimum effort in the healing aspect

    Scholar provides a STRONG kit to the other healer in the party and is the king for being the secondary healer that is legit unmatched, which people keep forgetting

    Scholar provides soo much

    Fey illumination (increase healing + damage reduction)

    Sacred soil (regen + damage reduction, cost 1 aether)

    Whispering dawn (no mp cost just a cd)

    Indom (no mp cost, cost 1 aether)

    Lustrate x3 (no mp cost and cost 1 aether)

    Chain strategem (damage buff for the entire party)

    Now with endwalker coming they now have even more skills to support their co healer

    New buff ( increase max hp, and heals them)
    New AoE buff (increase movement speed + damage reduction last 20sec.....this skill is soo broken it's going to get nerf it last longer then normal sprint since that got nerf to 10sec whilst in combat)
    Fey Illumination: Only affects casted heals and most of SCH's healing is OGCD abilities. 5% magic reduction is meh because you have no way of reliably knowing what attack is magic.

    Whispering dawn (no mp cost just a cd) - Extremely weak and will be weaker in EW. But hey, it's free.

    All Aether Abilities: Limited to 3x per minute and if sh!t hits the fan, you're desperate for stacks.

    Sure you can Dissipate and lose the vast amount of your utility and fairy heals for 3 extra stacks.

    New AoE buff (increase movement speed + damage reduction last 20sec.....this skill is soo broken it's going to get nerf it last longer then normal sprint since that got nerf to 10sec whilst in combat)
    It is an in combat peloton which isn't that much. It's an extra step every 10 steps. Hardly game breaking. The real benefit is the 10% damage mitigation.
    (2)

  2. #52
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Yhisa View Post
    In all fairness this is the problem with healers

    Currently I do like that they are finally splitting them up into shield healer and pure healer, so I expect more changes to happen to balance these roles together

    The problem I see on the scholar side is often people keep "pushing" to further their "healing" role, when in fact I think scholar needs to be pushed more on its "shielding" factor and support to the "pure healer"


    All scholar skills works as intended and require u to "think" with Ur co healer and map our Ur skills to beat the boss, with minimum effort in the healing aspect

    Scholar provides a STRONG kit to the other healer in the party and is the king for being the secondary healer that is legit unmatched, which people keep forgetting

    Scholar provides soo much

    Fey illumination (increase healing + damage reduction)

    Sacred soil (regen + damage reduction, cost 1 aether)

    Whispering dawn (no mp cost just a cd)

    Indom (no mp cost, cost 1 aether)

    Lustrate x3 (no mp cost and cost 1 aether)

    Chain strategem (damage buff for the entire party)

    Now with endwalker coming they now have even more skills to support their co healer

    New buff ( increase max hp, and heals them)
    New AoE buff (increase movement speed + damage reduction last 20sec.....this skill is soo broken it's going to get nerf it last longer then normal sprint since that got nerf to 10sec whilst in combat)


    So yeah I kinda expect some nerfs heading towards scholar and astrologian in endwalker because they have TOO much utility in their kit so I can already see a few nerfs coming to these jobs in endwalker
    I think in the meta they're not overpowered and in the case of Sch will rely on how much chain stratagem gives, in fact I'd say that what may make Sch powerful against sage is not at all what you said, let me elaborate:

    Fey Illumination: 5% mitigation + 10% buff to gcd heals to both you and your partner at 2m cd, its not among the strongest things sch has as the 5% is only to magical attacks and the 10% only affects gcds so is mostly used as a 5% mitigation at 0 dps cost nothing that may make a healer above the other however while Sch can only reach 14% mitigation at 0 dps cost (Expedient + Illumination), Sage can reach 19% (Kerachole+Pneuma).

    Sacred Soil: It has a 100 dps cost while Sge has an equivalent in Kerachole for free which only has 1 less regen tick and a better reach (15y vs 8y), soil can be placed but its easier to get the 100% power from kerachole as its a buff, in terms of efficiency Kerachole is better

    Whispering dawn: Sge has Physis which is exactly the same but with 20% more power

    Indom: Sage has Ixochole which is the same as Sch but while Indom has (outside recitation) 100 potency dps cost Sge's version is free

    Lustrate: Sage has Druochole which is the same but once again at 0 dps cost while Sch version has 100 potency cost

    Chain Strat: The thing that imo will make or break Sge

    Protraction: A strong skill indeed but not that far from Sge's version, Sch version has 10% hp increase and 10% heal increase while Sge's version has 20% heal increase, Sch wins this one

    Expedient: While the sprint is good and can help prog its not always a gain, the real kicker is the 10% mitigation as is the only way Sch has to provide a 10% partywide mitigation without dps loss, Sge has the same with pneuma but with a 400 heal which may help it to avoid gcds and be something useful in any kind of content, both mitigations last the same but as I said while Sge can reach 19% without losing dps Sch would have to use Soil (and lose dps) to reach the same.

    Is too soon to say which will the meta, we don't know with the stat squish how strong stratagem will be vs the Sge extra potency but in terms of just healing while Sch is no weakling and its very versatile Sge seems to be an equally versatile healer but more efficient
    (5)
    Last edited by WaxSw; 10-19-2021 at 08:20 PM.
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  3. #53
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90
    Tbh from now on I think SE should just "hide" potencies until official release day

    They even said 'ignore potencies they subjected to change'

    All the streamers who went to the event ....all said on their video "ignore potencies because they are expected to change dramatically"

    Yet people still "compare" potencies which isn't even the "final" product at this current time


    So under that rule the only thing we can compare is legit "percentages" that is upon the spell effects and legit nothing else
    (1)

  4. #54
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I don't think it would be in practice. Keep in mind that 1-2-3 combo cancelled by any other spell attempt would itself be far worse than the old ARR-era 18-second Aero I and 12-second Aero II to juggle alongside Stone II spam, as those at least oblige particular timings but do not backload their punishment if you need to do something else.

    A rigid 1-2-3 cycle would be no less dull, as soon as your fingers automate those movements (or one downloads an addon to, when off-stream, automate it for them), but would be tremendously more clunky -- a worst of both worlds.

    Compare that, for instance, against a resource gauge whereby each elemental spell WHM casts charges an oGCD spender (all the more usable now that, as of Endwalker, each cast will gives about 1 oGCD of weave-space). You could have a dynamic action which causes successive casts to carry over some upgrading effect to one another until the gauge is depleted or an oGCD spender that grants a further effect (perhaps causing your Stone IV to detonate after formation or Aero II to draw enemies in or the like). While such might, like combos, give additional opportunities that might oblige sequential actions, it'd at least be bankable and choiceful, rather than merely causing you to waste a large part of every trio of casts' effect if you need to interrupt that sequence mid-way.

    We have boundless possibilities to draw from to improve healer offensive gameplay, but if there's one direction we could happily skip over, it's rigid combos.
    And I hope we do skip over it; unfortunately the first hurdle we need to overcome is the preposterous belief the designers have that more than one downtime button for healers requires a degree in aerospace engineering to possibly understand.

    A rigid 3 button rotation is worse design than a 1 button rotation, but it at least has the distinction of being designed by someone who doesn't believe absurd fantasies about how dim healers are. *shrug*

    After the live letter, I have no hope of the devs creating anything interesting for the role. One button spam is the most boring healers have ever been. In any RPG I have ever played.
    (6)

  5. #55
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    418
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I don't think it would be in practice. Keep in mind that 1-2-3 combo cancelled by any other spell attempt would itself be far worse than the old ARR-era 18-second Aero I and 12-second Aero II to juggle alongside Stone II spam, as those at least oblige particular timings but do not backload their punishment if you need to do something else.
    That's a non issue. If they can make ranged attacks on tank/dps not break combos, so then can for heals. They can also handle this with a proc/buff system.
    (4)

  6. #56
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Calysto View Post
    That's a non issue. If they can make ranged attacks on tank/dps not break combos, so then can for heals. They can also handle this with a proc/buff system.
    Yet from their descriptions they haven't applied it to, say, Holy Shock, Clemency, mounting, any of the AoEs, or literally any new action aside from Unmend, Tomahawk, Shield Lob, Lightning Shot, Enpi, Piercing Talon, and Throwing Daggers, and we're still in a place where it is apparently impossible even, for PLD and DRK to have accelerated spells without wastefully carrying Spell Speed.

    If they can manage that, great -- the issue is then gone -- but it's no given.

    Moreover, it wasn't the premise against which 1-1-1 spam was being compared in what I was replying to.

    Quote Originally Posted by Calysto View Post
    Rdm/blm have procs then, so they already can do that.
    ...Of the two, only RDM has a combo, across Riposte/Zwerch/Redouble, and it IS cancelled by any intervening GCD action. It's not even among the jobs being thus changed to allow for intervening ranged casts in EW.

    Quote Originally Posted by Semirhage View Post
    And I hope we do skip over it; unfortunately the first hurdle we need to overcome is the preposterous belief the designers have that more than one downtime button for healers requires a degree in aerospace engineering to possibly understand.
    Agreed.
    (2)
    Last edited by Shurrikhan; 10-19-2021 at 07:34 PM.

  7. 10-19-2021 07:07 PM

  8. #57
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    418
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Yet from their descriptions they haven't applied it to, say, Holy Shock, Clemency, mounting, any of the AoEs, or literally any new action aside from Unmend, Tomahawk, Shield Lob, Lightning Shot, Enpi, Piercing Talon, and Throwing Daggers, and we're still in a place where it is apparently impossible even, for PLD and DRK to have accelerated spells without wastefully carrying Spell Speed.

    If they can manage that, great -- the issue is then gone -- but it's no given.

    Moreover, it wasn't the premise against which 1-1-1 spam was being compared in what I was replying to.
    Rdm/blm have procs then, so they already can do that.

    and yes, not the main point ; but we have 4 healers. A 1-2-3 combo can be an option for at least one of them.
    Sure on it's own it's not enough, but at least it's something.

    Quote Originally Posted by Shurrikhan View Post
    ...Of the two, only RDM has a combo, across Riposte/Zwerch/Redouble, and it IS cancelled by any intervening GCD action. It's not even among the jobs being thus changed to allow for intervening ranged casts in EW.
    These are "physical/real" combo

    RDM has two proc based magical combo with thunder -> fire and aero -> stone then a breakable magical combo with holy/flare -> scorch
    BLM has a proc based magical combo with fire -> fire 3 ad a pseudo self-combo with thunder proc on dot

    These systems can be aplied to healers for damage/dots/heal.
    (2)
    Last edited by Calysto; 10-19-2021 at 09:41 PM.

  9. #58
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    810
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    I don't know why they didn't build upon Fluid Aura as an extra damage option with WHM. With Stone getting a cast time reduction it would fit in nicely every thirty seconds for extra damage. You could even have a whole proc based system using Stone, Aero, and Fluid. Stone could grant Blessing of Water allowing the use of Fluid Aura. Fluid Aura could grant Blessing of Air allowing an Enhanced Aero that deals full dot damage on impact like a Thundercloud. Each tick of Enhanced Aero could get a 50% chance to grant a stack of Blessing of Earth making it instant and mp free to cast. If you apply Enhanced Aero and then start to heal you can accumulate stacks of Blessing of Earth so that when you do find time to dps it comes with free movement and no cost. It would still just be Stone, Fluid and Aero but single target would feel better. Then let each Stone upgrade knock some time off the Recast of Fluid for each cast of Stone so that you get more chances to use Fluid and Enhanced Aero. Eventually upgrade Fluid to Flood. Bounce between Stone, Fluid/Flood, and Aero as they come available so that paying attention helps without demanding a degree from the playerbase. It's a simple three button system that gives mobility and flare while staying true to the conjurer roots. No penalty for dropping a combo with an easy dps system you can pick up and put down at any time. Stone>Fluid>Aero>Stone>Stone>Stone with higher levels breaking the monotony more and more often with Fluid and Aero for those willing to use them effectively.
    (1)
    Last edited by NobleWinter; 10-19-2021 at 08:35 PM.

  10. #59
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Yhisa View Post
    Tbh from now on I think SE should just "hide" potencies until official release day

    They even said 'ignore potencies they subjected to change'

    All the streamers who went to the event ....all said on their video "ignore potencies because they are expected to change dramatically"

    Yet people still "compare" potencies which isn't even the "final" product at this current time


    So under that rule the only thing we can compare is legit "percentages" that is upon the spell effects and legit nothing else
    And the reason we don't ignore potencies is because for the past expansions potencies changed very little from the media tour to the live X.0 patch.

    You're at Step 1 of what I call the "FFXIV White Knight Cycle". It has happened so much every expansion I actually have developed a list:

    The same thing that gets trotted out every new expansion:

    1) Don't complain about what was shown pre-release until you try it yourself!

    Followed by

    2) Don't complain about it until you reach max level!

    Followed by

    3) Don't complain about it until the first raid tier is here!

    Followed by

    4) You're just playing it wrong

    5) Meanwhile, the thing that was complained about before the expansion drops, the developers acknowledge something is wrong and take 6 months to fix it (on top of the months we took to get to this point) instead of taking feedback early and fixing it then. To which the white knights will shout from the rooftops:

    "Look at SE listening to our feedback!!"
    (13)
    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]

  11. #60
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Deceptus View Post
    And the reason we don't ignore potencies is because for the past expansions potencies changed very little from the media tour to the live X.0 patch.

    You're at Step 1 of what I call the "FFXIV White Knight Cycle". It has happened so much every expansion I actually have developed a list:
    But ain't u already like "white knighting" a defence against it, kinda sad that u kinda have a list for it ....like who does that xD? U have wayyy to much free time on Ur hands
    (2)

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