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  1. #61
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Inelastic View Post
    From my experience as a non-savage raider:
    1) Have Cure 1 upgrade directly to Cure 2. Only reason I still have to keep Cure 1 on my bar is when I go into lower level dungeons.
    2) Get rid of Esuna. It's like 99% useless since most things can't be removed anyways. It seems like it's only useful for a few things like the first boss of Dead Ends and some of the Dooms so it feels like a gimmicky spell at this point (is it useful in the top-tier raids?).
    3) Change Medica 2 to be a direct upgrade to 1, without the regen. Raid-wide regen seems useless now since raid-wide damage is big hits and healers just heal everyone to full anyways.
    I do not recommend removing Ensuna. It's a FF staple and I'd rather that SE introduce new mechanics/debuffs that require Ensuna to be used such as introducing Doom mechanics on Dead Ends and the new dungeon. Yes, the mechanic is avoidable, but it at least makes sure the healer hasn't forgotten about it's role skill. Increasing the damage you receive from dubuffs like Poison and Burns would also allow more use of the skill. To be honest, it's kinda SE's fault for not introducing mechanics that require healers to use Ensuna. A lot of players, especially newer players and Slyphies, have forgotten about this skill.

    As for WHM's regen mechanics, I'd rather that SE rework regen entirely. I'd be fine with removing Medica II and just rework Regen as an oGCD For example:

    Regen
    Type: Ability
    Cast: Instant
    Cooldown: 40secs

    Effect: Adds a Healing over Time effect on Cure I, Cure II, Medica, Afflatus Solace, and Afflatus Rapture when cast on yourself and/or on nearby party members.
    Cure Potency: To be Determined
    Duration: 15secs
    (0)

  2. #62
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,361
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Cure 1. Just combine cure 1 and cure 2 to be cure. Cure 2 could be change to a off GCD cure. They could keep free cure or delete it.
    (4)

  3. #63
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Question for the SCH mains. How do you feel about the removal of Succor and bringing down Deployment Tactics down to level 35? Given that a Crit Adloquium is so strong at this moment, perhaps Succor may not be needed at all? Perhaps both Deployment Tactics and Indomitability could be brought down to the level 30-50 range if this were to occur. And perhaps Deployment Tactics can work similarly to how it does in PvP. Give it two charges and allow the SCH an option to spread it's DoT or Adlo
    (0)

  4. #64
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,545
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by currentlemon View Post
    Question for the SCH mains. How do you feel about the removal of Succor and bringing down Deployment Tactics down to level 35? Given that a Crit Adloquium is so strong at this moment, perhaps Succor may not be needed at all? Perhaps both Deployment Tactics and Indomitability could be brought down to the level 30-50 range if this were to occur. And perhaps Deployment Tactics can work similarly to how it does in PvP. Give it two charges and allow the SCH an option to spread it's DoT or Adlo
    Deployment doesn’t heal it just transfers the shield, succor with ET and recitation is about a 750 potency AOE pure heal with a large range (and can be further buffed with fey illumination or dissipation), SCH needs that flexibility with succor in case things go wrong

    Deployment is a mitigation tool, succor is a healing tool so to speak
    (6)

  5. #65
    Player IceBlueNinja's Avatar
    Join Date
    Jan 2020
    Posts
    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    Esuna Soteria Pepsis Repose Krasis Undraw
    (1)

  6. #66
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    908
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Not removed but maybe give Medica II a 15-second cooldown so people stop spamming it.

    Wouldn't mind this either: https://forum.square-enix.com/ffxiv/threads/400727
    (2)

  7. #67
    Player
    flowerfairy's Avatar
    Join Date
    Aug 2022
    Posts
    155
    Character
    Agnes Nimue
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by currentlemon View Post
    I am no longer if favor of removing spells such as Asylum and Tetra for WHM. Instead, I'd recommend the following be changed:
    • Remove the "Free Cure" Trait
    • Have both Afflatus Solace and Afflatus Rapture spells move down to level 30 and merge with Cure 1 and Medica when a lily is in bloom
    • Temporarily replace Holy/Holy III with Misery when a blood lily is in bloom
    • Merge Benison with Aquaveil and leave it with two charges

    That's four buttons cleared up for WHM, making plenty of room for DPS/Support abilities. Excluding role actions, the total amount of buttons the job would have went down from 32 to 28.
    I like this, you don't have to remove Freecure though. Move it to a low chance proc on Dia so curebots don't have any reason to purposefully play the game bad. Freecure could also fit in a new proc-based damage rotation if we're going that route. I'd rather Aquaveil be removed and Confession gets a 10% defense buff. Also, there are moments where you'd rather have Holy's stun before using Misery, I think that can stay its own button.

    SCH is in a tricky spot for me because while it experiences the most button bloat out of all the healers, a majority of the tools still feel fun to use. With Fey Blessing and Fey Gauge, these abilities are so uninspired but I think they have real potential to be engaging interactions with the fairy. Selene could've perfectly had Expedient as a support tool. AF heals take a lot of space but all of them feel unique except for maybe Excog. The only tool that I think can go straight to the garbage can is Protraction. I say that I want 3 DoTs back but it'll fill SCH's hotbar to the brim even more, so a more organized rework has to be considered.
    (1)

  8. #68
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by VictorSpoils View Post
    Not removed but maybe give Medica II a 15-second cooldown so people stop spamming it.

    Wouldn't mind this either: https://forum.square-enix.com/ffxiv/threads/400727
    Regarding Medica II, one of my previous posts above goes into that spell. Rather that the Regen mechanic be reworked in general. Remove Medica II and rework Regen into an oGCD ability. When used, a regen effect will be added whenever the WHM casts any of their GCD abilities, which goes as follows:

    Regen
    Type: Ability
    Cast: Instant
    Cooldown: 40secs

    Effect: Adds a Healing over Time effect on Cure I, Cure II, Cure III, Medica, Afflatus Solace, and Afflatus Rapture when cast on yourself and/or on nearby party members.
    Cure Potency: To be Determined
    Duration: 15secs

    Quote Originally Posted by flowerfairy View Post
    I like this, you don't have to remove Freecure though. Move it to a low chance proc on Dia so curebots don't have any reason to purposefully play the game bad.
    I don't mind having Free Cure removed. In fact, I offer a better recommendation. Something that I've been recommending for a while now in these forums.

    Conviction
    • Acquired at Level 50.
    • When an ally's HP is below 50% and is healed by a GCD healing ability (Cure I, Cure II, Cure III, Medica, Afflatus Solace, and Afflatus Rapture) the caster is granted three stacks of Conviction
    • Conviction Effect: Increases the dmg potency of Water/Banish by "x".

    Water (formally Fluid Aura)
    • Changed into a 2.5sec GCD ability
    • Deals water damage with a potency of 100
    • Additional Effect: Grants Cleric Stance
    • Cleric Stance increases damage dealt by 5%
    • Duration: 30secs
    • Upgrades to Water II/Water III/Banish/ Banish III at later levels with higher dmg output.

    These suggested changes do three things in my opinion.
    • It would somewhat alleviate the Glare spam
    • Encourge less overhealing
    • Rewards the WHM for healing
    (0)
    Last edited by currentlemon; 09-10-2022 at 10:13 AM.

  9. #69
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,545
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by currentlemon View Post
    Regarding Medica II, one of my previous posts above goes into that spell. Rather that the Regen mechanic be reworked in general. Remove Medica II and rework Regen into an oGCD ability. When used, a regen effect will be added whenever the WHM casts any of their GCD abilities, which goes as follows:

    Regen
    Type: Ability
    Cast: Instant
    Cooldown: 40secs

    Effect: Adds a Healing over Time effect on Cure I, Cure II, Cure III, Medica, Afflatus Solace, and Afflatus Rapture when cast on yourself and/or on nearby party members.
    Cure Potency: To be Determined
    Duration: 15secs



    I don't mind having Free Cure removed. In fact, I offer a better recommendation. Something that I've been recommending for a while now in these forums.

    Conviction
    • Acquired at Level 50.
    • When an ally's HP is below 50% and is healed by a GCD healing ability (Cure I, Cure II, Cure III, Medica, Afflatus Solace, and Afflatus Rapture) the caster is granted three stacks of Conviction
    • Conviction Effect: Increases the dmg potency of Water/Banish by "x".

    Water (formally Fluid Aura)
    • Changed into a 2.5sec GCD ability
    • Deals water damage with a potency of 100
    • Additional Effect: Grants Cleric Stance
    • Cleric Stance increases damage dealt by 5%
    • Duration: 30secs
    • Upgrades to Water II/Water III/Banish/ Banish III at later levels with higher dmg output.

    These suggested changes do three things in my opinion.
    • It would somewhat alleviate the Glare spam
    • Encourge less overhealing
    • Rewards the WHM for healing
    The problem with something like that is of cleric stance plus convocation water is more DPS than just glaring then fishing for convocation stacks becomes DPS positive, this both encourages healers leaving tanks at lower HP to force proc convocation stacks and makes it so the healing is still wasted because the healers aren’t GCD healing to heal, they are doing it to proc convocation

    If on the other hand doing all that is a DPS loss then convocation becomes toilet paper lilies 2.0
    (2)

  10. #70
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Supersnow845 View Post
    The problem with something like that is of cleric stance plus convocation water is more DPS than just glaring then fishing for convocation stacks becomes DPS positive, this both encourages healers leaving tanks at lower HP to force proc convocation stacks and makes it so the healing is still wasted because the healers aren’t GCD healing to heal, they are doing it to proc convocation

    If on the other hand doing all that is a DPS loss then convocation becomes toilet paper lilies 2.0
    Perhaps you are right about this mechanic, but let's compromise and see if we can improve it. The purpose of the Conviction stacks is to reward GCD healing. That means a Water/Banished spell enhanced with a Conviction stack must at least be a DPS gain. Not a large DPS gain mind you, but something that rewards WHM for using it's GCD Heals. If so, a Conviction enhanced Water/Banished spell damage potency should be higher than Stone/Glare's potency. I'm not sure how much though. It should be high enough, but not big enough, to reward the WHM player. If you want to remove the Cleric Stance damage bonus, that's fine. Calculating the dmg increase can screw up the numbers a bit anyway.

    If you are worried about WHM leaving tanks at low HP on purpose, perhaps we can change the percentage required to heal. If 50% is too low, we can increase it to maybe 60%. Maybe 70% at most.

    Should lilies be moved down to level 30 like I requested, we can include traits at level 52 and/or level 76 that can enhance both the lily and conviction mechanics. Here's an example:

    Trait: Secret of the Lily I
    Acquired: Level 52
    Effect: Using Afflatus Solace guarantees the a stack of Conviction.

    Granted, this trait only effects one lily spell. But with this trait, WHM can gain up to two Conviction stacks if a lily spell is used to heal at the right moment. I didn't include Afflatus Rapture here as WHM can gain a lot of Conviction stacks with that spell. For the sake of balance, the maximum number of Conviction stacks a WHM can get is three. Maybe four at most.

    oGCD spells such as Tetra and Lilybell can also guarantee stacks of Conviction. However, this may be a bit too good as those spells are oGCD heals. It'd be a straight DPS gain if Conviction stacks are gained via Tetra or Lilybell. The later would be outright busted since the heal can be triggered by the player. And that would mean WHM would gain five Conviction stacks off the bat.
    (0)
    Last edited by currentlemon; 09-10-2022 at 12:15 PM.

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