I will never not miss Searing Wind and Briny Mirror.




I will never not miss Searing Wind and Briny Mirror.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.




Briny mirror forcing a healer swap and calculated heals was a fantastic idea for a mechanic




Or you did what I did and macro'd Embrace to Stoneskin, since neither Stoneskin nor Embrace would trigger Briny Mirror's effect. It's funny how thinking about it, that would be a fantastic mechanic for Fey Union now.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.



It is sad in how now much mechs for healers are just light party stacks now. Hardly anything like say searing wind or Briny mirror or heck even the old debuffs from ramuh where if you got too many orbs, you got less healing.




Not even the dragon heads from Shinryu, where the mechanic is literally to spam heals on a target. You'd think SE would love that mechanic, but no. That is I think still the only instance where any fight outside a specific healer job quest or healer role quest asks you to heal a 3rd party.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.



Looks like it's from Whorleater (Extreme). Briny Mirror is a debuff on one of the tanks. Healing that tank gives the healer a stacking debuff that reduces the effectiveness of (some of) their heals, hence "forcing a healer swap and calculated heals."




To explain what Apkallu said a bit more clearly, during Leviathan, you have a main tank and off tank who tank the head and tail of Leviathan respectively. The off tank is inflicted with briny mirror often enough that the debuff is basically permanent unless there is a tank swap or the tank dies. How the debuff works is every time you heal that tank, the healer gets a stacking debuff that reduces the range and radius of their spells. Single target spells like Stone or Cure have to be cast at closer range to the target, while AOE spells have the radius of their effect gradually reduced. If you heal the off tank too much too quickly without letting the debuff fall off, the range and radius of your spells becomes 0, meaning you cannot target anyone farther than yourself with single target heals, and your AOE heals will not reach anyone but yourself until the debuff wears off.
This did not effect Eos, and the debuff would only apply if you restored HP to the target, so Stoneskin (A GCD barrier with no healing attached), or mitigation buffs wouldn't proc it. The idea was you'd need to perform a healer swap every so often where one healer stands far away from the off tank to avoid healing them with AOEs. It also meant that Regens were a lot more powerful for such a mechanic because the debuff would only proc on the initial cast, marking one of the few times where Regens are encouraged by mechanics.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.


Maybe it's because they thought 'hey healers should be about healing, let's make them have a mechanic where they have to heal to solve it' and then realized that actually, there's quite a few players that aren't great at the 'healing' side of healing, be that running out of MP, not using OGCD heals correctly, or the greeders ignoring things to chase parses
I jest, but only partially. I also wonder why they haven't done such a mechanic more often, my guess is something akin to 'it's hard to balance such a mechanic when there's such a vast disparity in how much healing certain healers have access to, and what profile that healing takes'. For example, if it were a mechanic where the healers have to fill one target's HP bar, Benediction is an 'I win' button and instantly solves the mechanic. If there's multiple targets to heal (like Shinryu EX), and they all start at 1HP, then Essential Dignity skyrockets in value due to its 'missing HP' scaling thing. Half of the healing tools would not affect such targets, due to being AOE (unless some very specific coding took place), so some healers would suffer more than others (eg SGE being able to Pneuma 4 targets vs not being able to is quite a hefty difference).
It's why I've advocated for 'shield checks' to be a thing (by giving all healers access to AOE shielding with varying degrees of effectiveness/accessibility, as an inverse sliding scale to their 'pure healing' capability, so being good at one means being not-good at the other), and those 'shield checks' to be binary 'is a shield present, yes/no' checks, rather than 'you need XYZ HP worth of shielding to successfully resolve'




I mean, they made a mechanic where Macrocosmos was an "I win" button. I'd hate to think that no one thought to consider macrocosmos when designing P3S, but honestly seeing how little care gets put into healers in this game, it's almost assuredly what happened.Maybe it's because they thought 'hey healers should be about healing, let's make them have a mechanic where they have to heal to solve it' and then realized that actually, there's quite a few players that aren't great at the 'healing' side of healing, be that running out of MP, not using OGCD heals correctly, or the greeders ignoring things to chase parses
I jest, but only partially. I also wonder why they haven't done such a mechanic more often, my guess is something akin to 'it's hard to balance such a mechanic when there's such a vast disparity in how much healing certain healers have access to, and what profile that healing takes'. For example, if it were a mechanic where the healers have to fill one target's HP bar, Benediction is an 'I win' button and instantly solves the mechanic. If there's multiple targets to heal (like Shinryu EX), and they all start at 1HP, then Essential Dignity skyrockets in value due to its 'missing HP' scaling thing. Half of the healing tools would not affect such targets, due to being AOE (unless some very specific coding took place), so some healers would suffer more than others (eg SGE being able to Pneuma 4 targets vs not being able to is quite a hefty difference).
It's why I've advocated for 'shield checks' to be a thing (by giving all healers access to AOE shielding with varying degrees of effectiveness/accessibility, as an inverse sliding scale to their 'pure healing' capability, so being good at one means being not-good at the other), and those 'shield checks' to be binary 'is a shield present, yes/no' checks, rather than 'you need XYZ HP worth of shielding to successfully resolve'
But in all fairness, those situations are totally fine. As long as each healer has different fights where they have their own shining moment, and it's not just one healer that's always the objectively right answer, then that makes healers more interesting and fun. You don't need Astrologian for P3S, but it's cool to see how great it is for that paricular fight. Having a single target that needs to be healed from 1 to 100% like you said would be great to make so that White Mage can actually be good at something for a change anyway. And that does add a lot of value to "Pure healers" since they are the two that have the least value as far as healing and mitigation are concerned.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
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