What I want for Christmas is ...
1. Higher healing requirements.2. Rewarding Situational Awareness
- The level of healing difficulty for Savage floors 1-2 should be similar to TEA p2 and floors 3-4 similar to TEA p1 but requiring less attention to other things like movement.
- TEA p1 itself should be a blueprint for healer design in Ultimates.
3. My Actions to matter
- I want a large part of my attention to be spent on monitoring the battlefield and react to dynamic events such as players getting single-targeted by enemy abilities.
- I want to be able to recover mistakes by reacting swiftly and spend my resources doing so. Ex7 green orbs DoT is a good example. P10S poison dot is too punishing.
4. Content to stay fun even with better gear
- Incoming damage is too random and unpredictable courtesy to the abundant mitigations and shields being possibly used. Some variation is alright but the party ending up with either 100% HP or 20% HP after a single raidwide is too much.
- WAR Nascent glint is a stronger single target healing ability than any healer's save benediction. It needs to be brought back in line.
- Extreme and up content should require healers.
5. Resources spent on Healing vs Dps to matter
- Remove magical mitigation from gear. Better gear already yields more healing done and max hp on targets. When it also decreases damage taken, healing gets trivial too quickly.
- Heal checks should not be at the very end of a fight and get skipped with enough DPS.
- Having to raid week 1 in order for the content to be challenging should not be the default solution.
6. Less gimmicks that eliminate or cheese a mechanic
- WAR Shake It Off and PLD Divine Veil need to have a cost attached, so that they do not inflate the healing game but remain as a decision to support the healers when needed.
- Tank LB needs a cost like decreasing party damage done while active or Heal LB3 to resurrect people with half a weakness timer.
- Resource management should be slightly emphasised. Put MP costs on oGCDs.
7. New toys
- Tank invulns should not be able to cover all TB mechanics in a fight. Preferably they are emergency tools but not part of a rotation.
- Macrocosmos should not be able to make P3S' Life's Agonies trivial.
8. Reworked Abilities
- I would like to have either a (GW1) Divine Intervention type of ability that prevents death once or a (EQ2) Stoneskin type that nullifies a unit of damage taken once. The target being hit by damage should still be inflicted by additional effects of the attack hit like debuffs/kb. It should cost around 2.4k mp and have 120s cd, idm if it replaced Rescue
- Esuna should take effect immediately as opposed to the ~1s delay it has now.
- Macrocosmos should be reworked so it does not require coordination with the whole group to be effective.