Agreed. Aetherpact should just be a toggle you can turn on and turn off when you feel like it that has Eos focus on someone specific vs her normal mode of healing based on HP%s.
Perhaps you don't realize it, but many of us were playing before Hall of the Novice was released. Not to mention what it actually says:
1 - Learning evasion. - You can attack with Aero and Stone, but you cannot actually kill either opponent. This is entirely about avoiding telegraphed AOEs.
2 - Healing allies. "When it comes to your plae in a party you are the soothing wind of restoration. As such, rather than engaging the enemy directly, your primary role is to focus upon the mending of wounds. With the support of your dilligent healing, your party will prevail against even the most savage of foes! Now that you understand what is expected of you, we can continue with the lesson. The upcoming exercise requires that you keep your ally healed. Provide support, defeat the enemy, and victory will be yours!" "This training exercise is now underway. Your primary concern should be healing your ally! When you've healed all there is to heal, there may be time to weave in some offensive magics. But keep an eye on your companion! You should not be blasting if someone is bleeding!" "Well done! A focused healer is a boon to any party! Even when it's safe to attack, always keep one eye on your allies' health!" - This seems to strongly say "healers are for healing" and "you should only be attacking when allies are at full health" ("when someone is bleeding" means "when someone is less than 100%"; this is how "blood agro" works with undead/ashkin in FFXIV - most notably in Eureka, but most ashkin have that form of agro in the overworld [just also proximity])
3 - Heal multiple allies. This one is about being able to switch targets and watch multiple party members' health at once. And note that Medica does not work on the NPCs, so you have to Cure 1 them. "Battle is chaotic, and you must needs learn flexibility. Thus, you will find yourself in a scenario in which sudden reinforcements threaten your party. You will need to stay alert, and switch your attention between allies as the situation demands. Provide support, defeat the enemy, and victory will be yours!" "Focus your attention on the well-being of your companions! There's a new enemy on the field! You'll need to keep an eye on the health of both alles! Your ally is faltering! You must cast Cure, and swiftly! Another enemy threatens your party! You might try attacking this foe if your allies are uninjured." "Spreading one's heals amongst many can be a trying task. To succeed in your role, however, you must learn to quickly assess who is most in need of mending!" - Note here again, "if your allies are uninjured", not "if your allies are above 1 HP".
4 - This lesson is about evading attacks (lesson 1) combined with healing your tank (lesson 2) and mentions not clipping your party. "For this exercise, you will learn to heal whilst avoiding harm. As before, you must watch for signs you are being attacked. Move swiftly, and time your casts to avoid interruption. Success will be a matter of combining lessons already learned! Provide support, defeat the enemy, and victory will be yours!" "Avoid enemy attacks, and heal your allies! If you are hit five times, we shall start again from the beginning!" "Well done! Slippery as an eel, novice!" "Not bad, aye... Care to dodge this?!" "Stand clear of your companions! An attack that targets you need not threaten them as well! Your ally is faltering! You must cast Cure, and swiftly! Victory is within reach! Be on your guard until the very last!" "Nice footwork! Be wary of those foes cunning enough to target the source of healing!" - Note here it doesn't even mention attacking. Also, the cast Cure message pops around when an ally gets below 75-80% health.
5 - Final Exercise. "And now we come to the final exercise... As the culmination of your training, all the skills you've acquired will be put to the test. Put your lessons into practice and you'll do just fine! We can begin as soon as you are ready." "As always, healing is your primary concern! Attack only when it is safe to do so! Watch out for the jackal! Be sure your ally does not fall to its jaws! Another jackal! Keep an eye on your lightly armored companion! Now the battle becomes interesting... You'll need to watch your positioning here. Your last opponent looms! This one packs a wallop, so stay on your toes! The end is in sight! Be sure your allies survive the battle! Congratulations-the exercise is complete! Come see me for your reward!" "I knew you were ready for the challenge! Here. I bestow this gift upon all who complete my training course!" - Again, note the decided lack of focus on offense. Offense is, yet again, treated as a subsidiary action, and one you only do if everything else is just fine, with a focus on healing - keeping your party topped off or close to it, not "the only HP that counts is the last one" type of mentality - and constantly reinforcing that healing, not dealing damage, is your primary concern. There is nothing that even close to resembles "damage is the best form of mitigation" or "all roles are DPS roles" anywhere in there.
MAY be time to weave in some offensive magics. IF your allies are UNINJURED. HEALING is your PRIMARY CONCERN.
Collectively, this is saying "Do damage only when all your allies are topped off at full health (uninjured) and only if it doesn't place you in harms way (in a telegraph) or prevent you from healing an ally who is not full health". It doesn't say "not in danger of dying" it says "if your allies are uninjured". That's the difference between "the only HP that matters is the last HP" and "if your allies are not at 100%, get them to 100%".
Oh, I know. But I was countering the point that it made no sense to Semi by saying it was actually the norm at the time. Even now in WoW, from what I understand, some healers are designed to be used more offensively while others are still designed to be used for mostly healing with their DPS kits being more for solo or Mythic.
Clearcast procs were generally used for heals in Vanilla (by Resto), not attacks, though. Vanilla WoW is where the phrase "if your class has a healing spec, you're a healer" came from. Though I'd be a BIT cautious about reading too much into Vanilla Talents. Recall Vanilla had some Talents that were "adds 10 to X stat". Not 10%. 10. As in 10 of that substat. Granted, that mattered a lot more back then, but even back then, people realized quickly that the Devs didn't ALWAYS know what they were doing with Talents and stats. Note that those procs were later changed.
The original version of this was for Feral Druids (Bear/Cat) to make their next attack cost no Rage/Energy, and it seemed to be wonky (read the Wowhead comments and note someone pointing out it proced when they were crafting an Elixir.)
"Yes, with the changes made during the 3.1 patch, Omen now procs off of doing just about anything. From cooking to creating bandages to cutting gems to changing specs and even forms. Blizzard even changed it to make it more beneficial to bear tank spec'd druids. Pre-3.1, Omen only proc'd off of auto attacks when you did not use Maul. But with 3.1, they addressed the issue that made most full bear-spec'd druids not even get Omen. It now procs properly during auto attacks even when Maul is being used."
I also wasn't downplaying Wands, but more pointing out that Wanding was autoattacking. In FFXIV, this would be the equivalent to a WHM casting Aero then Stonespam until the enemy died, possibly casting Regen before Aero (to take the place of the Power Word: Shield - back in the day, this would have been using Stoneskin before initiating combat).
I'm trying to remember when they changed it, I think it was 2.4? In Vanilla, Paladin was well known as the "can play with one hand" boring class in the game. I think the seals where 30 sec duration or something stupid since they were consumed by Judgement when you used it. They were changed to something like 2 min duration and Judgement shortened in BC, and in 2.4, it was changed again (I started playing at the very end of Vanilla, but made two characters to play with my friend when BC started, a BE Mage to level with him and a BE Paladin to level myself if he wasn't online or was raiding on his max level Forsaken Mage. I tried Priest and Paladin and found that on Paladin, I died far less so figured I had more chance to actually reach level cap; and I wanted a healer, hence the playing those and Paladin became my main close to the end of BC. Got my Mage to 70 about 3 months before Wrath and played my Paladin pretty much exclusively from then on other than in BGs.)
I distinctly remember them changing it on me at the very end of BC, so I think it was 2.4 since I was already in Outland by then. And I vaguely remember what Vanilla was since my first characters to try were a Human Priest and Dwarf Paladin even then, not to mention most of BC used basically that same system. I think it was 2.4 when they changed it to not consuming a Seal or increased the seal duration to 2 mins. Before then, your rotation was every 30 sec, apply seal, Judge. The CD may have been on the seal, but you couldn't judge without a seal, so it was effectively Judgement's CD as well. And that was it. That was your entire rotation other than spot healing yourself with Holy Light or something. I guess Judgement's own CD was something like 8 seconds at the time?
Crusader Strike hadn't been added yet (was either Wrath or Cata, I think Cata because that's when Paladins got the Holy Power thing), and Holy Shock had a 30 sec CD in its original incarnation, and Consecration was a Talent (Ret or Prot, I forget which) originally, and even when it wasn't, was pretty mana expensive so not typically used by Paladins on healing duty.
Vanilla and BC Holy Paladin's rotation was Seal, Judge, wait for CD, Seal, Judge, wait for CD, repeat, with the occasional Holy Shock if you weren't using it for healing, and then adding Hammer of Wrath (on its CD) once the enemy was below 20%. And yeah, in Wrath they changed it to no seals and just a flat CD (12 sec base?). Though mass farming became possible with some Prot talents. Seal of Light, Judgement, Consecration, Seal of Wisdom, Judgement, Holy Light, back and forth and some Avenger's Shield in there for good measure.
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Honestly, we should start a thread doing a really deep dive into it sometime, because it is an interesting topic, and people bring it up all the time. But when FFXIV launched, the WoW healing model was also much less offensive minded itself outside of Fistweaver Monks.
"You'll get Carby and you'll like it!"
Plus side, SMN now even has the worse Carby as SCH's Carby will actually be doing things... <_< Maybe "plus" isn't the right word for that...