Maybe by next expansion, since it took them an expansion and some change to move DRK's lvl 72 2nd step of their AoE combo to be moved from 72 to somewhere in the 40s.
Maybe by next expansion, since it took them an expansion and some change to move DRK's lvl 72 2nd step of their AoE combo to be moved from 72 to somewhere in the 40s.



I'm personally in favor of less homoginization in the way things level. Classes already feel to similar as is. Different classes should have different leveling experiences to keep things fresh.
The pure healers are already very similar, WHM is literally just a weaker AST early on. Keeping the jobs unique should only matter after their power levels are the same.




Pretty much. I'm all for variety. So long as that definition of variety doesn't just mean "One is good and one sucks. Variety!"




The healers should have more unique and different tools, yes, but should also be comparable at-level while leveling through the game. Lower level balance might not be viewed as important, but it actually is considering early capstone levels are still important for synched content, especially ultimates. By this I mean healers should reach certain milestones at the same time rather than at different points.

I agree with that on principle, but making one class' experience strictly worse for the sake of keeping it different is not the way to do it.
Last edited by Chris310; 06-11-2022 at 09:01 PM. Reason: reworded
"No matter how dark the night, morning always comes."
Keep in mind that SCH and AST both start at level 30, not level 1.
That said, I do agree with the general idea that Jobs should lay the FOUNDATIONS of their gameplay early. For example, BLM has you set up for Ice/Fire dancing by level 2. RDM starts at 50 but still sets up the concept of Dualcast at level 2 (technically level 1 but you have no spells), and certainly by level 4 once you have the slow cast Verthunder. Some Jobs are WAY better at this than others.
...though if I was to be sarcastic, WHM has Stone and Aero by level 4, and so sets up the core of its DPS gameplay loop by then, in a way. XD
But I do feel Lilies (at least Solace or a lower level version of it) should be available WAY earlier than it is.
.
EDIT: Though if I WAS going to move several things around...
Solace at level 18 in place of Stone 2 (you don't get Stone 3 until level 54, Stone 2 can wait a bit), Tetra at level 40 in place of Cure 3 (you do NOT need Cure 3 at level 40; outside of Coils, the first content that really demands it that players are likely to encounter is, what, Niddy at level 60?), which lets us move Benediction to level 60 where Tetra was (as kind of a "bigger, more powerful, Tetra" instead of the current Tetra being a weaker, less powerful but more frequent, Bene), and Stone 2 at level 46 (where Aero 2 is now; you don't get an upgrade for Aero 2 until Dia at level 72, so it can wait), and Aero 2 at level 52 in place of Solace.
Short version:
Replace Stone 2 with Afflatus Solace - Level 18
Replace Cure 3 with Tetra - Level 40
Replace Aero 2 with Stone 2 - Level 46
Replace Afflatus Solace with Aero 2 - Level 52
Replace Tetra with Benediction - Level 60
Put Cure 3...somewhere. Probably level 60 (right now you get Bene and Medica 2 at the same level, so Bene and Cure 3 at level 60 would feel really powerful for new WHM players)
Could also leave Cure 3 at level 40 I guess and put Tetra at level 20 or 25 since CNJ gets nothing between 20 and 30 other than Maim and Mend at level 20 itself. So it's not like there's not room for it to fall in that gap somewhere. This would just change the above to:
Replace Stone 2 with Afflatus Solace - Level 18
Add new skill gain: Tetra - Level 25
Replace Aero 2 with Stone 2 - Level 46
Replace Afflatus Solace with Aero 2 - Level 52
Replace Tetra with Benediction - Level 60
I this sense, you get Stone 2 a bit before the end of ARR, so you get what feels like a powerful visual upgrade to your nuke (yes, you've been casting it for 46 levels, but the alternative is casting Stone 2 for 36 and it seems a decent time for said upgrade to feel more impactful). And, honestly, I've personally always disliked Stone 2's animation and liked Stone 1's. I get it's just throwing some rocks, but something about that felt cool to me where Stone 2 just doesn't have much of a visual unless you're looking at the enemy's feet/groin, and the tunnel along the ground isn't that noticeable. Note that this isn't why I suggest moving it here, though I would consider seeing Stone 1 through more of the game/when syncing to be a positive for sure.
You get Aero 2 in HW (so instead of having Aero 1 for 42 levels then Aero 2 for 26, you have Aero 2 for 20 levels and Aero 1 for 52; not ideal, but I feel like it would still flow better), in exchange, you have Solace for basically your entire 4 man dungeoning experience in the game, getting used to using Lily abilities early (even if you don't get Rapture until 76, but honestly we could swap it with Plenary at 70), and you get Tetra at either 40 (first list) or 25 (second list) so you start getting used to using it less as an "oh snikies" button and more of a "I can heal with this in a pinch but I can also use it more freely since it's up pretty often) button. Bene at 60 makes more sense, as you won't start seeing a lot of tank busters to cheese until then anyway, and it makes more sense for "Fullcure" to come at a later level than "oGCD Cure 2" anyway. If we move Cure 3 (second case) it will feel like a second strong capstone heal at level 60 (when you might actually have need for it), though in the second case it doesn't move anyway.
.
There are a few other changes I would make in my ideal world (one is add Stoneskin and/or Protect/Shell to the game at a low-ish level and have them upgrade to Divine Benison and Aquaveil at high levels), but moving Solace and Tetra to earlier in the game wouldn't at all be amiss.
To be fair, "balance" doesn't really exist - or arguably matter - until at LEAST level 50, and realistically, not until level 60 and 70. And you can clear Aurum Vale chain casting Cure 2. Believe me, I've been playing since ARR when that instance was current content and tanks (and some healers) were wearing a smattering of gear from level 20s pieces across to level 40s. The game was notorious about not giving you accessories at that point, too. Chain casting Cure 2 while sweating bullets over MP was a thing, and it's not generally as bad now, I don't think.
WHM is plenty FUNCTIONAL for sub-level 50 content. It's only not if you want to exclusively oGCD heal, which you can't do on any healer at that level range other than MAYbe SCH (due to Eos) and possibly SGE (due to Kardia) anyway. If you're WHM or AST, you're going to have to cast some heals. It's part of the experience.![]()
Last edited by Renathras; 06-12-2022 at 06:47 PM. Reason: Marked with EDIT
Broadly, I think every job is way too top heavy in terms of when you get key skills. I mean why does paladin not get atonement until 76? Black mage honestly should get fire IV around 40. Red mage should get flare/holy in the 50's at latest. Reaper should have a weak version of enshroud super early on. Dragoon shouldn't have to wait until 70 to get life of the dragon. I mean these are key features of each job and they're all locked behind hundreds of hours of gameplay. Obviously their potencies around these levels would need to be slashed but i'd much rather have 25 skills thrown at me before stormblood than not have fun until then.




They should absolutely learn Stoneskin at lower level as a baby Divine Benison.There are a few other changes I would make in my ideal world (one is add Stoneskin and/or Protect/Shell to the game at a low-ish level and have them upgrade to Divine Benison and Aquaveil at high levels), but moving Solace and Tetra to earlier in the game wouldn't at all be amiss.
They should absolutely learn Protect at lower level as a baby Aquaveil.
They should absolutely learn Divine Seal at lower level as a baby Temperance.
Solace would be nice if it’s introduced as low as lv35 but I wonder what would that do to the lv52 jobquest. I’ll have to refresh my memory of their story again to know better.






Tetra (or a water-themed equivalent) could be added as the rewards from the level 15 class quest since we lost Fluid Aura.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



