Still don't think DoTs are terribly engaging and shorter is worse than longer...to a point. I think 30 sec is about right. Usually around 25 sec is when I start thinking "I haven't thought about Dia for a while...yup, about time to refresh". But that does work both ways, as 45 sec is a bit too LONG. That's about the time I've remembered to check it twice and it still not been up yet and I start to just totally forget it. If you want a high skill ceiling DoT, make it a 49 sec duration... <_<
9 sec? I don't THINK anything was ever that short, but I didn't touch BRD back then, so no idea. That's like...ever 3rd/4th GCD. o.O

Originally Posted by
ForsakenRoe
Looks like only BLM survived all these years. Surely a coincidence, huh
I've said more than once that BLM is the Tardis of FFXIV, complete with anti-paradox shielding making it immune to changes in the timeline.
...somewhat ironic given the name of its level 90 capstone ability, but I consider that BLM just rubbing our faces in it.
I'm not really sure that the Monk fantasy is "striking like a piercing spear or arrow", but... I think it's more "offtank with meh defense but high health and a mix of offense and utility skills - not spells, we aren't dress wearing wizards! Oh, and we PUNCH people. With our BARE HANDS because who needs a weapon when you're a badass?"
Like, I tend to think of Monk (the archetype) as like Alya from Chrono Trigger, FFTactics Monks, Zell from FF8, or Amarant from FF9. Fist fighter, light armor, high HP pool, very high strength, abilities like Chackra (health and MP regen), line/aoe attacks, punch/kick techniques, and (rarely) a low % chance of working revive (FFT Monks actually had Revive, a lowish chance of success lesser Raise; Raise restored 50%, Raise 2 100%, Revive 20%). So a more physical, less magical RDM. Monks in MMOs alst have a history of being pullers (feign death) and/or off-tanks.
...FFXIV does none of that either, lol
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As for Medica vs Medica 2; it's more that you can spam Medica (not the best choice, but it makes sense mathematically if you need the healing) but doing so with Medica 2 is actually an inferior result since you'd be clipping the HoT and since it costs more MP (not massively more, though, so...) Though...hm...is Medica 2's first tick up front or after 3 sec/server tick? It doesn't seem to have an up-front tick when I spam it, but on the other hand, the tick seems to consistently go off before the follow-up cast registers and they do approximately the same healing anyway. It just seems odd to have something that does less as an "upgrade". If Medica 1 already had the HoT and was weaker...but then it wouldn't be as useful if you need to spam it below level 50. Though if the game just had Medica 2 and Cure 3, I suppose that covers those bases well enough, though Cure 3's 10y range is only half Medica 2's 20y. Medica 1 to Medica 2 is a range upgrade, though, from 15y to 20y... And Medica 2 does cost more MP to cast. Upgrades costing more MP made sense when we had variable MP pools, but not when they're fixed at 10000 from level 1 to level 90.
I dunno, the more I think about it, the more okay with it I'd be, honestly. It still FEELS weird, but in a practical sense, it's not so bad given WHM still has Cure 3 as its other AOE and that, at worst, Medica 2 is about damage neutral. Though maybe drop the MP cost down to 900 with Medica 1. Because. That's why.
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And I don't think Protect would step on AST's toes too much. First, because WHM had it FIRST anyway. Second, because AST already has 3 party mitigations per 2 mins between 2x CU and Neutral Sect. Temperance might be stronger than Neutral Sect, but if so, just give Neutral Sect a damage mitigation and call it a homogenized day. CI also does 10% reduction, which is why I specifically said that Pro-Plenary would do 5%. Still mitigation, but less so, as Temperance does 10%. And AST not being better than WHM at literally everything for once might not be a bad thing.