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  1. #31
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100
    Quote Originally Posted by AnotherPerson View Post
    ...
    Again, in the spirit of this thread, I'm trying to be positive.

    There is one Healer in PvP right now, AST. It has 4 single target heals it has ready access to, it has one AOE heal it has ready access to, it has three buffs it has ready access to (one of, randomly chosen, but all useful), and it has a strong mitigation LB. It is notably the ONLY Healer as it is the only one that has ready access to an AOE heal at any time and to multiple (more than 2) single target heals.

    Your argument is akin to calling GNB a healer in PvP because it can Junction and use Aurora.

    WHM is an offensive Support DPS. (If you removed Seraph, folded that damage into Misery, gave WHM Cure 3 in place of Seraph, and gave Cure 2 three charges, THEN I'd argue it was a Support Healer.)

    SCH is a defensive Support DPS. (Outside of its Seraph LB, its healing is arguably weaker than SGE's, and it functions more as a party mitigation and damage enhancement specialist than a Healer. That is, a Support or Support/DPS, though its DPS isn't great.)

    SGE is a DPS. (It's like a worse RDM in White Shift.)

    AST is a Healer with a Support sub-discipline, and the only Healer in PvP (other than possibly RDM in White Shift...)

    EDIT:

    Don't mistake me, it's fine if people like them. But AST is the only actual Healer in PvP. The rest are Support (WHM and SCH) or DPS (SGE) Jobs. How I distinguish the two is that a Healer's primary role is healing, a Support's primary role is buffing or debuffing, or if it does healing and damage, doing more damage than healing by kit design. The real offender here is charges on heals and removal of all stand-alone AOE heals other than Macrocosmos.

    I've said for a while people enjoy playing Support roles (it'd be nice if FFXIV bit the bullet and ADDED ONE). In polls of the Pantheon playerbase, fully 25% or so of them want to play a Support (Bard or Enchanter). It got me to thinking that this is probably true of most MMO playerbases. The thing is, most don't include a Support role, so people get shoehorned into Tank, Healer (most often), or DPS (with some party utility buffs) because the games won't just MAKE a Support role. The sad thing is, FFXIV could do so fairly easily if they wanted to. RDM, BRD, DNC, and probably NIN are already Support style Jobs or ones that could readily become so, and SCH or AST or SMN and even PLD could easily be made one as well.

    RDM, for example, has both healing, a party defensive buff, party offensive buff, and the best Rez utility in the entire game - and already does the lowest DPS of anything that isn't Ranged Phys. DNC already does a large portion of its damage in the form of party buffs, and has surprisingly strong party healing. Most of the DPS Jobs I listed fall on the low end for personal DPS, instead realizing their potential by buffing others (BRD, DNC, NIN) or by their utility (RDM).

    Notably, a lot of the players that have gotten annoyed with what Healing is in FFXIV ENJOY playing one or more of those Jobs, which seem to closer align to how and what they want from a Job.

    Note that these same people tend to love the PvP Healers, which is likely not a coincidence.

    These aren't people who want to be DPSers. They don't want to just do straight damage to the enemy. They want to be able to offer party support, utility, and occasional clutch healing; things that Support roles in games that HAVE THEM do. And I'm not saying this to belittle anyone - I've felt since Wrath era WoW that THAT GAME needed a Support role, and I advocate for Support roles/four roles in pretty much all MMOs because there's a portion of players in each community that isn't being served by being left out. It often causes friction in the Healer community since the Support are shoehorned into it and unsatisified, and it makes games a lot more bland and uninteresting than ones that actually have Support as a fully fleshed out role.

    And the irony to me about this with FFXIV, in particular, is that it's always HAD it. BRD in ARR was absolutely seen as a Support role. Hell, it had the HEALER LB 3 instead of a damage dealing one! The Job was based entirely around party buffs and utility support like MP refreshes and stuff. Then you had MCH in HW, the second Phys Ranged introduced, which one might think establishes a pattern. Its original incarnation also had support in the form of the two turrets (Rook and Bishop) offering TP and MP refreshes. Then when DNC was added as the third Job in this sub-role, it TOO had heavy party support options between Dance Partner, Curing Waltz, and so on. Even when MCH was made a "selfish DPS", it still retained Tactician and (out of combat) Pelaton. Imagine if they allowed Pelaton use in combat on a 2 min CD or so. That'd add some REAL support to these Jobs. Even now, with MCH getting its damage boosted, it got an additional (targeted) party mitigation from Dismantle. The Ranged role is practically ALREADY a Support one, if SE would actually bite that bullet that they never will.

    Quote Originally Posted by Jovakim View Post
    I tend to think so negatively about healer design that sometimes it's easy to forget the nicer things. Thanks for helping me remember, Ren.
    Aww. No problem!

    I think it's important to set negativity aside from time to time and consider the positives. It's like life - there's ALMOST always more positives than we think of since we're more focused on when things go wrong than when they go right, but if we sit and genuinely list them all, there are a lot of things to be positive about.

    Quote Originally Posted by IDontPetLalas View Post
    One thing that I haven't seen anyone remark upon is how well the healers can interact together in PVP - if a party has (for example) an AST, a SCH their skills can potentially synergize very well.
    This I will agree with, though.

    I've been in a party before with multiple green icons in Frontlines, and you can tell when a party is using all those buffs to their damage and mitigation and getting all those heals splashed around. If that party can stick together, they can be a wrecking ball.
    (1)
    Last edited by Renathras; 05-14-2023 at 01:28 AM. Reason: Marked with EDIT

  2. #32
    Player
    ForsakenRoe's Avatar
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    Samantha Redgrayve
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    Zodiark
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    Sage Lv 100
    You know SCH can put out up to 30k of shielding every 15 seconds right? And that's before considering Recitation boosting the shield potency. IDK where 'defensive support DPS' came from, it's a healer, the icon's green. If a GNB used Draw and Junction on them (or whatever it's called now), they'd get Aurora because the SCH is a healer. Defensive, sure, support, yeh with the Catalyze buff and the Bio-whatever damage down, I can see it. But the moment you try to categorize any of the healers as a DPS is where you've lost me. Even SGE is a healer, despite it's rather esoteric method of healing. But you're also on about the semantics of healing vs damaging in a fast paced PVP mode of the game, where the moment-to-moment choice of 'do I heal or do damage' is 'do damage' even more heavily than in PVE, and so things like Macrocosmos are almost never used for healing. Forget CC for a second because I know you don't play it much, imagine you're pushing up to the central node on Onsal. Macrocosmos's heal is a complete afterthought, you're pressing it up there because it is going to hit 20+ people for 12k each. It'll time out and heal people and maybe it happens to restore HP to some people, but I'm never going to be watching for the exact 'right moment' to heal with it, because it's not going to change anything. If someone's getting hammered, I can Microcosmos heal them and then what? They heal for 25% of the damage they've taken (so, probably like 20k-30k maximum if they've been spamming Recuperate), and then they carry on getting hit for like 5 more seconds and die anyway. You use DoubleCast on Gravity 95% of the time because being able to bind people makes it easier to catch them out of position for your team to descend on like the ravenous vultures they are. The healing power of Aspected Benefic, even with it's scaling potency like Essential Dignity, is so low that a single attack from a DPS can be enough to completely negate the heal it just provided (for example, a Phantom Rush, a Hyosho, a Wyrmwind Thrust). That's assuming the heal even hits in time, because the server netcode makes it very possible to heal someone after they've died. How many times have you been dropped to 20% HP or even killed, because no matter how fast you react with Guard, a RDM is able to get at least the first two melee hits onto you (and the DOT snapshots pre-Guard)? Same reason Cure 2 pisses me off. A heal with a cast time, in a gamemode that is super fast paced and requires fast reactions (if you wanted to try to save someone), in a game with a notoriously bad netcode that leads to huge delay in ability effect activation? Part of the reason Cure 3 is so much nicer than Cure 2 isn't even the AOE component for me, it's the fact it's instantcast

    Clutch play-making healing in PVP is almost always a waste of time. I've tried to save people many many times, and the number of times it's worked is laughably low, compared to the number of times I've saved a teammate by just... helping to hit the enemy they're fighting, and turning the tables because it's gone from a 2v1 to a 2v2 or such. Sustaining the team, that's fine. IE I throw out Seraph Strike for the damage and protection, and then pop Cure3 on myself because I'm in the thick of it with the team. But I'm not going to specifically go 'ah my ally is low on HP because he overextended, I will now drop everything to use Cure 2 on him twice, which will be immediately burned off of him' because chances are after he invariably dies, I'm in range to be next on the chopping block

    When you say 'The real offender here is charges on heals and removal of all stand-alone AOE heals other than Macrocosmos.', do you mean that healers in PVP should have a freely accessible single target heal? That Cure2 should just have infinite charges, and that Cure3 should be useable without being gated behind Seraph Strike? Because one of the things I like about Crystalline Conflict is that it's a nice quick match that lasts a very short time, mostly a max of 7 minutes if there's a particularly determined overtime section. But a change like this would likely put that average match duration well over 10 minutes, and something tells me that this seemingly small adjustment to how long a match drags out would grate on people's mental enough to make them not want to bother with the mode anymore, and kill it even faster than it already dies after people finish their rank 25 grind. The only way you'd get away with it is for them to have this spammable version be Frontline specific, but they've already said several times they didn't balance the PVP kit reworks around Frontline, which is why Frontline keeps getting so many changes, to try and reshape the circular hole it is, into a shape that lets the square peg of their new PVP kits fit into. That, and no amount of extra AOE healing ability is going to save you from 5 SMNs all dropping their LB on mid at the same time. Or 6 DRKS. Or 4 DRGs, or whatever the latest combo they've come up with is, I wouldn't know, I only go in there when Wondrous Tails demands it

    You say 'we don't call GNB a healer because it can junction Aurora' and you're right. We call it a tank because the icon's blue. So we call WHM, SCH, AST, SGE healers because the icon's green. If you think the healers should be less focused on doing damage and more on healing allies in PVP, more power to you I guess. But I, and likely many others, remember the days of HW PVP, where we DID have more access to healing, and the result of that was that a Noct AST could just walk away from 3 (or 4 if they were bad) DPS whaling on them, constantly reapplying shields to themselves and being unkillable. Which is hilarious for the AST, but an exercise in frustration for the players on the other end of it. You'd also make the healers, being the source of an even bigger amount of team sustain, an even bigger target for assassin types like RPR or NIN, so if you thought getting meme-combo'd by MNKs now was bad, we'd be the only thing on their minds with a healing rebalance like this. Lastly (not really, there's more but I need to sleep) you'd have two outcomes to an idea like this, either Recuperate goes down in potency with damage staying the same to justify the new healer HPS output, which means stuff is even burstier and harder to react to. Alternatively, Recuperate stays as is, HPS goes up with no other adjustments, and the sustain of parties gets high enough that in CC, the crystal can't move, because by the time a team finishes off enemy number three, enemy number one has respawned, made a coffee IRL, then ran back to the middle to continue the fight. And how would you even balance 'team with healer, who's gameplay is more focused on healing the team now' against 'team without a healer', the team without a healer would get obliterated because of their lack of sustain


    tldr: healers in PVP are healers because the icon is green and that is the only necessary criteria to meet to be categorized as one, they could triple the damage dealt by every healer skill and they'd still be healers
    (6)
    Last edited by ForsakenRoe; 05-14-2023 at 03:10 AM.

  3. #33
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    Quote Originally Posted by ForsakenRoe View Post
    ...
    Icon color is irrelevant. This is like your Ex1/2 thing being based on story rather than mechanics. I'm looking at mechanics, specifically the mechanics of their kits, what their healing/damage outputs are, which commands the focus of the kit, and how they do or don't interact to allow healing of party members.

    AST is a Healer in PvP. (Also, I use Macrocosmos for healing all the time - it's always neat seeing party member health bars drop after I hit it, then popping the heal to bring them back up just as the enemy thinks they have the killshot lined up! That's clutch and healing right there).

    WHM is an offensive Support/DPS.

    SCH is a defensive Support/DPS.

    SGE is a DPS.

    RDM is a Support that can toggle Healer or DPS based on stance.

    I make clutch plays in PvP all the time. Maybe it's just because I'm actively watching health bars and trying to heal rather than trying to greed a kill. /shrug

    And I liked old PvP healing, since you asked. WHM was a Healer there. It had Cure 1 as a weak heal that could be used infinitely, Cure 2 cost 1000 MP (or 2k, I forget), meaning it could be used several times in succession, but not infinitely, and it had an AOE heal on a CD in the form of Afflatus Rapture. It really FELT like a Healer then because you could sustainably HEAL your party. The removal of the spamable cure spells is, in fact, the single biggest thing I hated about the change to the new PvP system. The first Frontline I did after the change was SGE, and I was shocked that I DIDN'T HAVE ANY HEAL. Fortunately, it's just SGE that suffers from that, but it was shocking seeing a Healer Job actually being a DPS Job - a sentiment people in the PvP community shared at the time.

    That and how ridiculously OP non-Healer healing is. It's as bad or worse than PvE in a lot of respects due to that, and why Crowd Control (and no diminishing returns, Purify often not working, Guard almost never working) and lining up all party LBs to delete entire teams is such a big deal in Frontlines right now, because everyone who ISN'T a Healer can go from 0% to 100% without being killed unless you either lock them in Crowd Control (seen this happen for as long as 30 seconds on a person since there are no diminishing returns and Purify often doesn't work) or instantly delete them with a coordinated alpha strike causing them to go from 100% to 0% without being able to act.

    DRKs often top the "healing" charts, doing close to 2 million healing. While they're far and away the most ridiculous, they aren't the only ones. WARs, DRGs, NINs, SMNs, etc also do a lot of healing. It's like PvE just worse.

    .

    What makes a Healer is that they are and focus on HEALING. This should be a tautology as it's in the name. This is distinct from a Support which is focused across domains of damage dealing, buffing, debuffing, healing, and other utility (like run speed) and act in a Supporting role, which can include healing people but also swinging over to DPS down an enemy or buffing/debuffing/utility to ensure their team can do so. If that's the kind of gameplay you like, then Support roles/Jobs/classes are right up your alley.

    ...that doesn't make them Healers, though.

    If the focus is on dealing damage, then it's not a Healer. It might not be outright a Damage Dealer/DPS if the focus is on support buffing, debuffing, crowd control, etc...but it isn't a Healer at that point, it's a Support.

    The fact that RDM is more of a Healer than at least half (and as much as 3/4ths) of the "Healers" is just ridiculous, honestly.
    (1)
    Last edited by Renathras; 05-14-2023 at 03:56 AM. Reason: EDIT for length

  4. #34
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Sage Lv 90
    PvP Sage is a healer, not a DPS. They are a damage prevention healer. Their healing throughput is very weak, but they stop a considerable amount of damage with Kardia barriers, Pneuma’s panhaima effect, and their limit break which can stop damage entirely.

    Sage has no real burst damage in PvP. DPS jobs have executes or massively damaging attacks. Sage has none of that.
    (0)

  5. #35
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    Semirhage's Avatar
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    Nemene Damendar
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    Midgardsormr
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    Red Mage Lv 90
    Oh are we doing the "you're not/don't want to play a real healer unlike me" BS again? Please remind me what I had for lunch yesterday, I'm so happy to have my values dictated to me.
    (11)

  6. #36
    Player
    Icecylee's Avatar
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    Rieanna Cohen
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    Gunbreaker Lv 90
    Ren I thought this was supposed to be a thread where we say things we like to encourage a bit of positivity and avoid the salt mines just a little, not a thread where we argue with people, and especially not about semantics.
    (4)

  7. #37
    Player
    Renathras's Avatar
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    Ren Thras
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    White Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    PvP Sage is a healer, not a DPS. They are a damage prevention healer. Their healing throughput is very weak, but they stop a considerable amount of damage with Kardia barriers, Pneuma’s panhaima effect, and their limit break which can stop damage entirely.

    Sage has no real burst damage in PvP. DPS jobs have executes or massively damaging attacks. Sage has none of that.
    Toxicon 2, Pneuma, Plegma double. Their LB also is an area DoT like how SMN and DRK have area DoTs - both of which are not Healers.

    SCH is the damage prevention Support DPS with their combination of Spreadlo, Seraph shields, and Expedience.

    EDIT:

    Quote Originally Posted by Semirhage View Post
    Oh are we doing the "you're not/don't want to play a real healer unlike me" BS again?
    I'm so tired of you saying this over and over, so here:

    https://www.youtube.com/watch?v=0fS80eaPKXs

    The way you CONSTANTLY go to this "defense" makes me think it's a Freudian Slip or me hitting too close to the truth. In the past I just shrugged it off, but from now on, I'm just going to treat it as an admission on your part. You don't want to play "a real healer" by your own words. Fine fine, we get it. It was obvious to everyone. It's like when Sulu came out of the closet. We get it already, we ALREADY knew it, but good for you for confirming and owning that identity, I guess.

    I mean, you ARE the one with Red Mage listed as your main. I congratulate you on your successful transition. /cheer

    Quote Originally Posted by Icecylee View Post
    Ren I thought this was supposed to be a thread where we say things we like to encourage a bit of positivity and avoid the salt mines just a little, not a thread where we argue with people, and especially not about semantics.
    Despite a lot of people trying to passive-aggressive/snark, we kind of were.

    Even this latest spat someone else started. I was trying to be positive pointing out that I like AST in PvP and wish there were more like it. I genuinely DO like AST in PvP and wish there was more of that because it's enjoyable.

    Also, it might be nice if you said this to the other posters here. /shrug

    EDIT2:

    Quote Originally Posted by ty_taurus View Post
    Your bias is showing.
    Plegma has two charges, Misery and Mumification do not, and Gravity only does if you steal from your healing toolkit to use it. Toxicon 2 replaces Toxicon while it's up, meaning you use it the same as you use Toxicon. It also does more damage...there's that word again, "damage"...when in the form of Toxicon 2. You can't just sit on Toxicon 2 and use Toxicon. But in either case, the point of the Toxicon there is to increase the damage...there's that word again...that the enemy takes before hitting them with Plegmas. And in PvP, unlike PvE, Pneuma does 3x the damage that Dosis does.

    Your naked attempt at a gotcha is showing.

    EDIT3:

    Quote Originally Posted by ty_taurus View Post
    Your bias is still showing. You are blatantly wrong, just accept it and move on.
    I already said that WHM and SCH were NOT.

    No, what makes AST a Healer I already readily defined - it is the only one of the five (since I'm including RDM; I suppose we could include SMN and some others in here, too) that has consistent and ready access to heals (up to 5 in total, to be exact, and the only AOE one that can be used at one's discretion with no prior DPS spell required first or as part of it), and it also has the lightest direct damage kit and the only kit that does not require melee range attacks on enemies, or, indeed, any enemies around AT ALL to produce effective healing.

    Like, I already said this.

    So to address your questions:

    1) No, you were talking about burst being required for a DPS and I was pointing out SGE has burst potential. You're trying to weasel out of it now. "You are blatantly wrong [by your own definition], just accept it and move on." (j/k, we've already established you never accept when you're wrong, much less admit it.)

    2) I didn't proclaim that WHM or SCH were Healers. I, in fact, said they were not, with WHM being an offensive Support DPS and SCH being a defensive Support DPS (though SCH honestly has a lot of offensive Support, so let's just call them omni-Support and leave it at that.) I've outlined how they better fit a Support role before, and in FFXIV, Support is DPS, but to my "self-proclaimed" metrics, they are Supports. Distinct from Healer, mind you, but not DPS unless you want to shoehorn them in as such. WHM can actually produce a lot of healing, but it does so by attacking.

    3) No, Celestial River does two things, and neither of them are dealing damage to the enemy. One is buffing allies and one is debuffing enemies, but this is something they don't have ready access to.

    4) No, Balance is also a party buff, which it shares with two other party buffs.

    5) Seraph Strike and Afflatus Purgation are offensive abilities. Purgation is WHM's highest damage attack spell. Seraph's SECONDARY function is Protect and Cure 3 (again, Support, since these are secondary to its main purpose). If Seraph could be used with no enemies around to generate the Protect and Cure 3, then I'd say it wasn't, but that's clearly not what it is or how it works, same for Purgation, which is used often for the Stun and damage. (Mentioning this first so I can point out...)

    6) Macrocosmos does not require an enemy target and can be used readily as a heal and for exclusively healing purposes. Note this makes it the opposite of Seraph Strike above, and distinct from Pneuma which also requires attacking enemies and is SGE's strongest attack spell. (You can disagree with me, but I'm being consistent with my definitions and qualifiers).

    7) AST walks the line, but due to having ready access to heals, and the bulk of its kit being either healing or buffing, it would probably be defined most precisely as a "Support Healer", which makes it the only HEALER of the bunch.

    8) Because all of the AST abilities other than Malefic and Gravity can be used for healing directly and alone, because the Job has the most access to healing abilities NEAR spamable (at least as far as new PvP allows for), and the abilities that aren't heals strongly lean on buff/debuff abilities, not attack spells/damaging abilities.

    You can choke on your cookies all you like, as I pointed out above, I've been consistent and my views on this ARE consistent. I also originally said, in case you forgot:

    Quote Originally Posted by Renathras View Post
    Agreed, I just wish there was an actual Healer.
    ...meaning I recognize that AST isn't even directly a Healer, it's just the closest thing to one in new PvP. So even with your attempt to "gotcha" me on this (which, for the record, you've failed at), you'd STILL be (and still are) wrong. Just accept it and move on.

    .

    Don't get me wrong:

    I'm absolutely HAPPY that the Healers feel distinct in PvP.

    I'm absolutely HAPPY that there are Support DPS Jobs in PvP for people that like playing Support. I'd be MORE happy if SE would just admit that's a Role already and embrace it, but baby-steps.

    Me making this distinction isn't saying they suck and are unfun to play (other than SGE), but it IS me saying they aren't Healers other than AST and at a stretch possibly WHM...but probably not (ironic, that...). And me pointing out that they're more liked by people who want to play a Support DPS also isn't somehow beyond the pale. I'm just stating reality as I see it, complete with supporting arguments and consistent positions. I also don't understand why people find the truth so unwelcome; I'm not saying it's BAD to want a more offensive or support focused playstyle. I've said it's good and that the game should embrace that.

    I think if it did, there'd be way less friction and way more happy people.
    (0)
    Last edited by Renathras; 05-14-2023 at 07:18 AM. Reason: EDIT for length

  8. #38
    Player
    ty_taurus's Avatar
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    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    Toxicon 2, Pneuma, Plegma double. Their LB also is an area DoT like how SMN and DRK have area DoTs - both of which are not Healers.
    If you're using Pneuma or Mesotes as damage tools, then you're playing Sage horribly. Pneuma is for engaging, providing protection for your team to go in on the enemy. The DoT on Mesotes is there to detract the opponent from going into the field to attack your teammates and punish those who enter, making it harder for them to stay in your field and attack you. It needs some sort of decision making element at play in order to justify the incredibly potent aspect of protecting your team from 100% of damage taken. Toxikon 2 is retaliation against opponents who are harming you or your teammates. If you attack my teammates, you will get hit back--it's an ultimatum for your opponent that exists to deter players from targeting someone. Regular Toxikon is support that allows your party to jump on your opponent. The only action that is just damage is Phelgma, but White Mage has Afflatus Misery, Astro has Gravity, and Scholar has Mummification. I guess none of them are healers by your definition?

    Your bias is showing.

    Quote Originally Posted by Renathras View Post
    Plegma has two charges, Misery and Mumification do not, and Gravity only does if you steal from your healing toolkit to use it. Toxicon 2 replaces Toxicon while it's up, meaning you use it the same as you use Toxicon. It also does more damage...there's that word again, "damage"...when in the form of Toxicon 2. You can't just sit on Toxicon 2 and use Toxicon. But in either case, the point of the Toxicon there is to increase the damage...there's that word again...that the enemy takes before hitting them with Plegmas. And in PvP, unlike PvE, Pneuma does 3x the damage that Dosis does.
    So if Misery, Mummification, and/or Gravity had 2 charges, that would suddenly sunder them from your self-proclaimed healer throne? Celestial River also boosts damage dealt by all your party by 30%, does that make it 6 times more un-healer-like than the 5% granted from Toxikon? What about the balance? What about Macrocosmos which is extremely similar to Pneuma which you so graciously called out for being a DPS button? Sounds to me like AST is also a nasty offender of not being a real healer. What about Seraph Strike or Afflatus Purgation? How are those not too DPS-focused that they get a pass, but Mesotes doesn't? The double standard is making me choke on my cookies.

    Your bias is still showing. You are blatantly wrong, just accept it and move on.

    (8)
    Last edited by ty_taurus; 05-14-2023 at 05:47 AM.

  9. #39
    Player
    Rein_eon_Osborne's Avatar
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    Mira Clearweaver
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    Jenova
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    Conjurer Lv 90
    1. Theme

    2. By the grace of being a 'healer'. It's that one role in any game; single, multiplayer, offline, and online alike; that I will pick in a heartbeat should it exists.

    3. They tend to be magic-based. I'm a sucker for anything that -looks- magical. If, in hypothetical situation where healer role do not exist, I will gravitate toward any existing magical support or magical dpser.

    4. PvP iteration of Healers post 6.1. The only place that I think where healer does not have any modicum of 'feeling sucks'-vibe to play. Ironically for being an afterthought content, it instead manages to make me quite addicted to it, especially FLs.

    My decision and quick judgment now actually matters.

    Do I spreadlo here or do I spend it for biospread?
    Do I want to spend my limited charges of Cure II to save that MNK or leave them to die and regroup?
    Do I want to stretch resources for that SAM with my double casted Benefics so they can safely score an octakill and get out alive?
    Who I'm going to toss/swap my Kardia to?
    Should I drop Seraph now to help the group push the crystal or save it for when that enemy's WHM comes back?
    Do I focus doublecast gravity to push for one kill, or do I spread the two casts to setup for a potentially two kills for my group? OR at the very least, to bait/force my target to spend their Purify?
    Do I have to chain cc this dangerous NIN with Miracle > Purgation to ensure a kill?

    The list goes on.

    Do I want more healing throughput across all pvp healers? Maybe, but definitely not anything close to pre 6.1 where a single healer has enough throughput to literally walk out alive at the face of 4+ enemy dps unless they all use Melee LB in tandem. Furthermore, it mattered less which healer you pick back then because they all were capable enough to spam so much healing. You can play all 4 more or less the same and they all achieve the same result. The current pvp healers are anything but that.
    (3)

  10. #40
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,206
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Renathras View Post

    What makes a Healer is that they are and focus on HEALING. This should be a tautology as it's in the name. This is distinct from a Support which is focused across domains of damage dealing, buffing, debuffing, healing, and other utility (like run speed) and act in a Supporting role, which can include healing people but also swinging over to DPS down an enemy or buffing/debuffing/utility to ensure their team can do so. If that's the kind of gameplay you like, then Support roles/Jobs/classes are right up your alley.

    ...that doesn't make them Healers, though.
    Just confirming. Does that mean that because a shield healer's primary goal is not to heal flat hp, but apply support utility such as shields / mitigation to ensure the party lives through damage through preventative means, you don't think healers like SCH and SGE are considered healers?
    (4)

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