Quote Originally Posted by Shurrikhan View Post
Being able to support intelligent greeding, prevent or reduce knockbacks, and to keep players from dying would, despite all being strictly within the domain of "healing," be ways that healers could have a greater impact on rDPS.
On one hand , this sounds cool in theory. Giving a DPS a shield/CD that allows them to more effectively greed by standing in something on purpose, etc. But the problem then becomes 'what if a DPS starts to 'expect' the healer to give them the greed-enabling thing, and animosity builds because it is not used?' I had the idea of throwing bonus movespeed on the Arrow (as well as it's damage increasing effect) in my AST card rant, which would enable bonus greeding, but the key aspect to that card is that it's RNG, you can't guarantee you'll even get a single one in a fight, so the DPS has no way to get angry at a healer for 'not using the thing that lets the DPS greed better', because it's not in the healers hands. Additionally, reacting to 'oh I was given Arrow, so I can afford to greed an extra GCD here' puts more skillcap onto the DPS player too (hopefully).

As for saving DPS from their rapidly building vuln stacks, that is doable as Shield healers, because you can dedicated Adlo them if needed, but for a WHM or AST, you're digging into Intersection/Benison charges and they have a 30s CD (and it's possible you burned them on the tank). Maybe a Lily spending GCD that applies a shield, or a stance you could swap to that changes your regens into shielding, could come in handy for a situation like that (cough)

Quote Originally Posted by Shurrikhan View Post
It still grants... a whopping one-third of a GCD in saved uptime if burned purely for relative attack speed instead of mobility.
I got told one of my redesigns would cause issues with 'hitting enrages' because of a difference between 'full opti' and 'playing the current rotation, in the new design' being about 160p per min, by my quick maths a third of a GCD for BLM would be like 185

I wonder why people go crazy for numbers in this game even if they sound small, like I vaguely recall the whole 'TBN is a DPS loss' thing in SB being mathed out as 'it can potentially be a 7p loss, if it pushes a Souleater off the timeline', maybe it wasnt exactly 7p but it was a very insignificant value and yet it caused a mentality that you should NEVER use TBN, hence why it felt like lots of DRK were so squishy