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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    All healers need is just some useful and unique healing tools that actually matter in encounter design while reducing healing oGCDs to actually put emphasis on not ignoring our healing GCDs, replaced with skills that actually can make a difference to unique mechanics. As it is, healing GCDs are rarely/less likely used and basically take up hotbar space in favor for oGCD usage when oGCD usage could be handled to not just take away healing GCD uses.

    Ex: Applying a targeted party member a tethered totem that takes damage in place of it. With both a HP bar and a body-count, it can work in both body-count checks and work for lowering damage on a tank/DPS when targeted. Multi-purpose versatility.
    Ex: Allowing healers to apply float to remove lava damage / fall damage / poison in encounters and designing boss fights with interesting environmental zones that could apply constant DoT debuff.
    Ex: Allowing for an expanded DPS toolkit for solo play now that they rely on GCD heal more, making every hotbar button just as impactful in the grander scheme of things.

    Quote Originally Posted by ForsakenRoe View Post
    Melainachole: 1.5s cast, 45s charge time, 2 charges
    Do damage to enemies in a cone in front of you with a potency of <Dosis potency> to the primary target, and 50% less to all secondary targets
    Additional Effect: Applies a barrier with a potency of 100 to Kardion target. Multiple uses of this skill will apply additional stacking barrier layers.
    Additional Effect: When damage is dealt via Dosis or Dyskrasia, the recharge time of Melainachole is reduced by 1s.
    This action does not share a recast with any other actions.

    Stop settling for DPS neutral skills. They're literally and functionally worthless. Skill's damage potency should always be worth more than your main functioning skill <Dosis>. The gain from applying a barrier should be enough of an opportunity cost to offset using that skill in early. Otherwise, it just means the healing effectiveness of the skill wasn't big enough that people wouldn't be using it other than for DPS. That just implies the skill is fundamentally worthless as a DPS action and it's just all fluff to hide the fact that it's another way to package an oGCD tool.
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by AnotherPerson View Post
    Stop settling for DPS neutral skills. They're literally and functionally worthless. Skill's damage potency should always be worth more than your main functioning skill <Dosis>. The gain from applying a barrier should be enough of an opportunity cost to offset using that skill in early. Otherwise, it just means the healing effectiveness of the skill wasn't big enough that people wouldn't be using it other than for DPS. That just implies the skill is fundamentally worthless as a DPS action and it's just all fluff to hide the fact that it's another way to package an oGCD tool.
    Is this, too, just advocating for more opportunity for GCD healing for the sake of healing (which in turn requires more damage intake)? Else, it seems like you're following a different understanding of "damage-neutral" than its typically used here and on Reddit.

    :: To be clear, if it takes 2 GCDs to prep and use a Toxicon, then for it to be damage-neutral without raid buffs, its potency must be twice the damage of the filler attack (because it's 2 GCDs, and the filler attack is the opportunity that was lost to use it). A "damage-neutral" Toxicon, given a 330-potency Dosis III, would already be 660 potency, not 330, as far as the term is used here.

    Sorry, the idea that we shouldn't "settle" for damage-neutrality makes it sound like you want more in terms of damage, so I'm just a bit confused.


    Quote Originally Posted by AnotherPerson View Post
    All healers need is just some useful and unique healing tools that actually matter in encounter design while reducing healing oGCDs to actually put emphasis on not ignoring our healing GCDs, replaced with skills that actually can make a difference to unique mechanics. As it is, healing GCDs are rarely/less likely used and basically take up hotbar space in favor for oGCD usage when oGCD usage could be handled to not just take away healing GCD uses.

    Ex: Applying a targeted party member a tethered totem that takes damage in place of it. With both a HP bar and a body-count, it can work in both body-count checks and work for lowering damage on a tank/DPS when targeted. Multi-purpose versatility.
    Ex: Allowing healers to apply float to remove lava damage / fall damage / poison in encounters and designing boss fights with interesting environmental zones that could apply constant DoT debuff.
    Ex: Allowing for an expanded DPS toolkit for solo play now that they rely on GCD heal more, making every hotbar button just as impactful in the grander scheme of things.
    This would be neat.

    I feel like you wouldn't need to devote discrete buttons to them, though / could hit multiple objectives with the same action. For instance, you could turn what was formerly Aero III into something that can target enemies and allies alike, splitting DoT AND Sprint+Float duration among enemies and allies respectively. Something like that totem could likewise ALSO be a damage-capable CD that allows you to single-target attacks or heals into it before raid-buffs / add spawns or raid damage in order to burst it for AoE damage or healing. And with that, your healing skills are still worth pressing / fun to press even when less healing is required. (Though, yes, I feel that Healers' relative healing requirements should be increased regardless.)
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    Last edited by Shurrikhan; 08-15-2023 at 03:20 PM.