For SGE, if the changes were made to 'how you can optimize your healing via appropriate use of 'augmenting skills', with Prognosis spam as the 'fallback' if needed', I think it'd be 100% justifiable to keep the DPS options for the class relatively similar, since the 'complexity' would be from juggling when to PanKardia/Zoe/Krasis/Soteria, and what combination of those you'd need to use to deal with the healing requirement. And with the basic kit's two halves boiling down to 'Dosis/E.Dosis/Phlegma for damage' and 'Diagnosis/Prognosis/Eukrasian versions to shield' for healing, it'd remain very 'new to healer' friendly, especially if all of what I suggested was implemented, as it'd mean Prognosis (the regular version) spam would cost zero MP, so there'd be no need to panic about MP economy in a pinch.
Evoker in WOW isn't 'technical' because it has loads of DPS buttons. It has Living Flame (also functions as their crappy cure 1), Azure Strike (their ruin 2 kinda), Disintegrate (costs same resource as some healing tools do), Flame Breath (25s CD), and Deep Breath (2min CD). 'DPS rotation' is very much a 1 button affair a lot of the time. It's how those few buttons interact with the healing that makes it 'technical'. So with a good healing kit that interacts well with the damage tools, SGE doesn't necessarily 'need' more damage tools. It can get by with the few it has. As long as the healing behind it is interesting enough.
I think SGE does need 'some' changes, because it's based on 'the current state of SCH'. If SCH changes, SGE is left behind, and that's not good. But we can move it in a different direction if needed, where the other healers get back some DPS options, SGE could have 'the path to accessing it's optimal healing' as it's skillcap. And it'd fill a concept that isn't being explored much in these brainstorms, that of 'make healing more interesting'. Whether you agree or disagree on how I'd do it, you'd surely have to agree, that it'd at least 'make healing more interesting', even without it having any impact on what we do for our damage rotation. The only thing I changed for the 'damage rotation' is Toxicon being actually interesting, and E.Diag shield breaks being 'a bit closer to damage neutral'. Oh yeh and the AOE DOT-er with the E.Phlegma, but that only applies at 2+ targets and how often does SE make a raid fight with 2 targets? Or more accurately, '2 targets where you can actually damage both' since they love to limit you to one target with stuff like Firewall (TOP/O12S) and 'Hated by flame' or whatever it was called in E6S. Only one that comes to mind as 'actually 2 target fight' is BJCC. Even then, looks like my idea has E.Phlegma at 475x2 (950) vs Reg Phleg at 600/300 (so, 900), so it's not that big a deal really
Oh yeh and before anyone goes 'oh but then you HAVE to do the augment gameplay to clear stuff, using E.Prognosis would be griefing and cause you to be unable to clear anything', my first clear of P8S (week 2 by the looks of it? so, before the nerfs) I apparently cast 14 E.Progs. I imagine if this idea went live, there'd be a similar level of leniency regarding how many GCDs the healers can drop to 'safety shield' stuff. Even if I were to cover all that shielding with perfect 'augment gameplay' from this idea, it'd buy me 14 more Dosis casts. And with the 'average damage from Dosis' being listed in the log as exactly 13k, that'd be 182k. Sounds like a fair bit, but I've seen Hyosho's hit for more than that so it's not the most gamechanging amount of damage. It'd help, sure, but I'd assume in week 1/2/3 levels of gear, there's going to be times where there's not actually enough room between raidwides to 'set up' and you'd be 'forced' into using E.Prog because it's faster to deploy at it's full strength compared to the slower ramp-up of the augment>shield gameplay


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