"Then what is magic for?" Prince Lir demanded wildly. "What use is wizardry if it cannot save a unicorn?"
Schmendrick did not turn his head. With a touch of sad mockery in his voice, he said, "That's what heroes are for."
-- Peter S. Beagle, The Last Unicorn
I can't stand pvp but damn those healer actions. Can I swap my pve hotbars for them?
DPS neutral Lilies is a start, as well as the reduction in generation time. They still aren’t as good as Addersgall, since you don’t start the fight with 3 of them, and they don’t appear to generate while you’re dead. Might be worth considering the last one at the very least, since WHM deaths are brutal to recover from.
Lilybell still seems lackluster. Basically just a crappier Earthly Star that is used three times less often in a fight. Wish you could have chosen to deploy each stack, or that they would have detonated if anyone in the party took damage, but oh well…
I wonder how the mana economy at max level will be, simply because the MP changes do not carry over to Dia/Glare. Is the gameplay of blowing Lilies for a 2-min window Misery enough to preserve mana? Guess I’ll have to play it and see. I don’t think it will have the economy it had in SB or ShB, though, so I probably won’t take it into the 24-man Day 1. Thin Air still sucks, and I think raising will still be incredibly punishing—so AST it is for the Day 1 alliance raid memes.
Lowkey disappointed that Aero/Aero II are now 30 seconds. So I can’t even get my low level engagement by having to actually pay more attention to my DoT, and refresh it more often to break up the monotony.
Wish they had done something with AST’s button bloat, but I’m hearing something about “significant changes” to come in Patch 6.2?
It’s good for fights that don’t have a raidwide going out within the first 10~15 seconds, like P1S. Because the boss only hits the tank and doesn’t do their raidwide until much later, SGE could only get 1 Toxikon stack for the fight. So it’s a decent change to combat encounters like that. It’s not as good as making them DPS neutral or DPS positive, but it’s at least a start. Not an unwelcome change, imo.
It’s also good for SCH/SGE comps—now the SGE doesn’t have to overwrite a deployed Critlo on 3 people just to get their stacks.
Sage | Astrologian | Dancer
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Hyomin Park#0055
I will keep saying this:
Healing pvp is actually super fun because you're super limited and do not have options for every single situation and do need to watch your mp closely.
You also have to look out for yourself a lot because good people will try to focus you down.
If only people would try a little more in pvp usually.... then it would be even more fun.
The new PVP design is interesting - I can see some of this being re-visited later on, but I quite like it. Shame they can't implement these kind of ability designs into PVE - not without completely overhauling it, but I like how spells like Superflare interact with Flare/Freeze, etc. Also, Burst finally makes a showing. The one thing I'd have liked for BLM is for AM to not be target dependent and focus a bit more like Shukuchi... it's a mage job, so a proper teleport would be nice. Glad to see SMN is finally a summoner again in PVP.
This. It's a lot more intense and, IMO, fun.I will keep saying this:
Healing pvp is actually super fun because you're super limited and do not have options for every single situation and do need to watch your mp closely.
You also have to look out for yourself a lot because good people will try to focus you down.
If only people would try a little more in pvp usually.... then it would be even more fun.
When the game's story becomes self-aware:
While I do feel some of the excitement some of you feel, I still am not happy. I knew we weren't going to get overhauls to have real rotations, but both of the "pure" healers needed a lot more work done to them. AST is still bloated for no reason and WHM is still clunky. Both of their job gauges still suck.
I see no reason why we couldn't have had:
- The cast time of holy reduced
- Thin air changes reverted
- Tetragrammaton potency 700->800, 2 charges
- Assize 2 charges (even if a small nerf was added to one of its effects)
- Undraw removed
- Crown Play removed
- Synastry removed (nobody uses this because nobody GCD heals except for WHM)
WHM is still going to clip for AoE. WHM is still going to have MP issues. WHM still has only 1 oGCD that you can freely use for healing (and the potency of it hasn't matched Cure II since Endwalker released). WHM is one of the only jobs left with a skill that you have to use ASAP to avoid losing a usage throughout a fight where as all of the other jobs have a second charge for their skills like this. This doesn't only suck for damage if we forget or cannot use it, but also means we are still forced to use the skill only for damage.
I don't want to get into the job gauge or cards for AST since that is a whole controversy in itself, but at the very least those 3 useless skills should have been removed. I know we don't have to place them on our bars, but it would have been nice for them to acknowledge that those skills are wasted space. It just goes to show that there is still a disconnect between them and the community.
Somehow I never got into PvP in this game.The new PVP design is interesting - I can see some of this being re-visited later on, but I quite like it. Shame they can't implement these kind of ability designs into PVE - not without completely overhauling it, but I like how spells like Superflare interact with Flare/Freeze, etc. Also, Burst finally makes a showing. The one thing I'd have liked for BLM is for AM to not be target dependent and focus a bit more like Shukuchi... it's a mage job, so a proper teleport would be nice. Glad to see SMN is finally a summoner again in PVP.
This. It's a lot more intense and, IMO, fun.
Perhaps because I started at a time when it didn't even have PvP and when it started getting it, it was... well, we all know it doesn't have the best track record here. I loved PvP in other games to the point of playing on PvP servers and spending my day in all sorts of battlegrounds and arenas. But I suppose when PvP got interesting I was already too used to "FFXIV is not for PvP, find other things to do".
The new payload mode looks really interesting though and I'll definitely give it a go. I've heard lots of good things about PvP gameplay for healers so that and the new mode might finally hook me.
Yeah, I wouldn't say this game has great PVP compared to some others I've played, but as a healer it definitely keeps you very engaged - with the caveat that up to now they've been the primary source of healing, whereas the changes coming will mean other jobs can do this too, although they're adjusting healer kits to account for that with more of a damage focus. Should give Sage more of a spotlight to shine now too. We'll see if the new mode improves on FL to the point that it encourages participation.Somehow I never got into PvP in this game.
Perhaps because I started at a time when it didn't even have PvP and when it started getting it, it was... well, we all know it doesn't have the best track record here. I loved PvP in other games to the point of playing on PvP servers and spending my day in all sorts of battlegrounds and arenas. But I suppose when PvP got interesting I was already too used to "FFXIV is not for PvP, find other things to do".
The new payload mode looks really interesting though and I'll definitely give it a go. I've heard lots of good things about PvP gameplay for healers so that and the new mode might finally hook me.
When the game's story becomes self-aware:
I told you guys, PVP is the new meta for healers. Cya in PvP.
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