Even worse fear, we get Dissipation 2 for SCH where we get to use fairy abilities using our own potency.![]()
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
Last edited by rawker; 04-14-2024 at 06:30 PM.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
If SGE's attack turns out to be 'Eukrasian Phlegma, which also applies DOT in AOE (but presumably for half duration or something to balance)', I can't complain cos I've previously suggested such a thing. IIRC I suggested something like 'DOT is now 330 potency upfront, and 35p for 30s (meaning that if you Eukrasia by accident, you don't lose the base potency of Dosis by accident), Eukrasian Phlegma is 300p with no damage falloff (compared to regular Phlegma's 600p and 50% falloff), and applies the DOT for 15s in an AOE (totalling 175p from DOT, and 475p per target overall). On 2 targets, regular Phlegma is 900p, this would be 950p if the enemies live for the full 15s. On 3 and above, this would be the obvious choice over reg-Phleg.
Of course, that was one point in a whole list of like 14 changes I'd like to see for SGE (full list at bottom of post), so, as an isolated 'we did the thing that this one forum user said' it'd be a little odd. Especially since I would be reworking the DOT's potency so more is upfront. If they added this idea without adjusting the potency of E.Dosis at all, then it'd have to be like... E.Phlegma doing 100p, plus applying the DOT for 15s (it would do 375p over 15s with current potencies). We really gotta stop piling so much potency into the DOT, please SE I beg
Again though, I hate this period where we have new skills to look at, but only the VFX. Because it tells us nothing about the skill's function in gameplay. for all I know, SE could have implemented what I asked for on WHM (again, wishlist of changes at bottom of post), with that skill shown being the 'gauge spending healing move'. I'm leaning towards it being some kind of Medica or Cure3 type upgrade, though, solely because it looks like it has a cast time. If thats true though, I'll laugh at how out-of-touch SE would show themselves to be re: healers (especially WHM), because upgrading Cure3 kills the usecase for Medica even more, and upgrading Medica encroaches on making Cure3's usecase smaller. The only way it could 'work' is if they remove Medica1 by having it upgrade into Medica2 at level 50 (since Med2 is equal to Med1 after just one tick, change Med2 to be '400 + 150p for 12s'), then have Cure3 as the 'spam this when spam is needed' button. Additionally, I'd add a Trait to Cure3, making its MP cost halved when Medica2 is active on the WHM
Addenum: My SGE wishlist
1: Dosis, Pneuma, Diagnosis, Prognosis, Dyskrasia and Phlegma, and any Eukrasian variants thereof (in other words, everything that currently has MP costs) now costs ZERO MP.
2: Soteria, Krasis, Zoe now have a 5 second cooldown, and an MP cost (maybe 1000 idk). Eukrasia now has an MP cost, albeit slightly lower (maybe 700, comparatively speaking)
3: E.Diagnosis, E.Prognosis and E.Dosis now have their base form's potency, with the additional effect being just that, additional, potencies adjusted to compensate. This means E.Diagnosis is 450p, with a shield equal to 120% of HP restored. E.Prognosis is 300p, shield equal to 100% of HP restored (yes it went down by 20p, it's not a big deal). E.Dosis now does 330p up-front damage, with a DOT effect of 35 for 30sec (same total, but half of it is now frontloaded). Currently, if you accidentally Eukrasia before a cast but don't need the Eukrasia, you have to either click it off (clunky) or suck up the loss of effectiveness. With this, all you lose is the MP cost. Which still sucks, just not as much.
4: Toxicon now has a 5sec cooldown, and an MP cost. Toxicon 2 is removed. Addersting is reworked as a resource into a 0-100 gauge. Addersgall is reworked into a 0-100 gauge. Addersgall is generated both passively at a rate of 1 per second, and actively via the class's skills. All previous costs of 'one Addersgall' now cost 25 Addersgall. Yes this means you can pool 4 Druocholes instead of 3.
5: A new button, Pankardia (MP cost 1000), is added as a level 68 skill. It's effect would be 'Applies 4 stacks of PanKardion to all nearby allies. When Kardion heals, every ally with PanKardion receives a heal of the same potency, consuming one stack per Kardion heal triggered.'
6: Soteria has it's effect changed to 'Applies 4 stacks of Soteria to self. Each Kardion heal is increased by 50% of the damage dealt by the attack that triggered the heal, consuming one stack. Area-Effect skills only count the primary target.'
7: Zoe has it's effect changed to 'Applies 4 stacks of Zoe to self. Causes Kardion and Pankardion to additionally apply a barrier, equal to 25% of the amount healed by the original effect, consuming one stack. Multiple applications of this barrier may overlap, strengthening the barrier's effectiveness. Does not stack with Eukrasian Prognosis.'
8: Krasis has it's effect changed to 'Applies 4 stacks of Krasis to self. Allows any non-instant spell to be cast with zero cast time, consuming one stack.'
9: Toxicon has it's effect changed to 'Drains the Addersting Gauge to 0, and applies 4 stacks of Toxicon to self. Offensive spells have increased potency, scaling based on how much Addersting was consumed. Consumes one stack per offensive spell used.' (at the moment, I'm thinking a 1:1 rate, so 100 gauge is 100p boost for 4 hits, but this can be spent earlier if needed, to reset the gauge to 0 and re-jig when you hit 100 to line up with raidbuffs better, for optimization gamers to play with)
10: Triggering a Kardion heal in any way generates 1 Addersting. Spending Soteria, Zoe and Krasis stacks have the additional effect of 'Increases Addersting gauge by 4.' (All 4 stacks total up to 16 gauge, 20 in total due to the Kardion triggering) Eukrasia grants 8 gauge on use. Spending Toxicon charges causes the Addersgall gauge to increase by 4 each. Addersgall spenders still retain their MP restoration effects, but the MP restoration potency might be rebalanced.
11: Phlegma has a 'Eukrasian' variant, which is a target-based circle AOE (like Phlegma currently is), does 50% of your current Phlegma's damage to the target and all enemies near it (and consumes a charge of Phlegma), but additionally applies Eukrasian Dosis to all targets hit for 15 seconds (this would mean a total potency of 475 per target in an AOE, over 15 sec), and uses Phlegma's current animation. Main Phlegma now uses Toxicon 1's animation, because it's our hardest hit and that animation is in the trailer for the game so it deserves to be front and center.
12: Rhizomata has it's effect changed to 'Adds 25 Addersgall. Causes the next MP cost to be reduced to 0. Duration: 10sec.'
13: Eukrasian Diagnosis' shield break effect changed from 'Grants one Addersting' to 'Grants Phlegmatic, allowing the cast of Phlegma without spending a charge'. This would not be a 100% refund (600 vs 660 of 2x Dosis), but it's better than what we have now. Also, going into a burst window with a E.Diagnosis, then spending your Phlegmatic charge, followed by the natural 2 Phlegma charges is probably a DPS gain for those optimization types, and would be a bit like DRK banking it's Dark Arts charge for raidbuffs
14: Pepsis now costs 500mp, has a very low CD (maybe 5sec), and generates 8 Addersting on use (even if it doesn't do anything you get the gauge). When Eukrasian Diagnosis or Eukrasian Prognosis break, they leave a buff on that player called Second Opinion for about 5 seconds. When Pepsis is used, it consumes Second Opinion to heal that player for the amount of HP the barrier protected for. Essentially, if you ever played a Character Action game like Viewtiful Joe, Wonderful 101, whatever, and used the Ukemi (jump button right as you land, instantly heal back the damage you took), it's that with a bit more leniency. And it gives Pepsis a much more interesting use case.
My WHM wishlist:
Plenary Indulgence moved to level 74
Afflatus Rapture moved to level 70 (now available in UCOB!)
Cure1 upgrades to Cure2 at 30, saving button space (making Cure2 cost only 500mp)
Medica1 upgrades to Medica2 at 50 (by taking the base potency of Medica1 (300) and adding the Medica2 regen effect (150p per tick) to it. Later, this becomes 400p/150p-per-tick)
New Trait: While Medica2 is active on the WHM, Cure3 has halved MP cost (from 1500 down to 750). This incentivizes spamming Cure3 instead of Medica1/2 for massive burst healing
New skill: Stoneskin (learned at 52 alongside lily gauge), GCD that puts a shield on the target equal to 300p heal, costs 1 lily
New skill: Afflatus Tragedy (learned at 62 just because there's a gap there), basically a downgrade from Misery, does 800p damage (4 stone3's is 880 so its a small loss still), upgrades to Misery at 76
New skill: Afflatus Bastion (upgrade from Stoneskin at 70), increases the shield from 300 to 400p
New skill: Afflatus Sanctuary (Learned at level 70 alongside Afflatus Rapture), GCD that shields all nearby party members equal to 200p healing, costs 1 lily
Returning skill: Divine Seal (learned at 40), 2min CD that buffs healing actions by 20%, so 'Temperance without the damage mitigation', becomes Temperance at 80
Returning skill: Protect (learned at 10 or something), 60s CD that gives 5% damage mitigation for 10sec, upgrades to Plenary at 74. Plenary would retain the 5% damage reduction, in addition to it's current effect.
New skill: Water (later Banish), learned at level 15, has a 15s CD. Is 40p stronger than your current level of Stone/Glare, and levels up whenever Stone/Glare does. (at current max level, this would be 350p)
Aero/Dia changed to be 12 seconds duration, potency rebalanced for the new duration, For Banish 3 (the version you'd have at current max level), it would be changed to 150, plus 70 per tick (total 430p). This means that you will use 5 Dias per minute instead of the current 2. Additionally, it becomes a gain to spam Holy on only 3 targets, instead of multidotting them, whereas currently it requires 5 targets for Holy to exceed Dia's total
A new HUD element, the 'Nature Gauge' (name is WIP), a simple 0-100 gauge that fills by doing certain actions.
Stone/Glare gives 1 point.
Aero/Dia gives 1 point on cast, and 1 per tick (5 total over full duration).
Water would give 5 due to being used less often than Stone.
Holy would give 2 per enemy hit (so a pull of 7 mobs means 14 per cast)
Cure2 would give 5.
Regen would give 4, plus 1 per tick (total of 10).
Medica2 would give 3 per tick (total of 15).
Cure3 would give 20.
New skill: Blessing of the Elementals (Name WIP). Costs 50 Nature Gauge, heals in AOE for 500p. Grants 'Rage of the River', 'Ire of the Earth', 'Wrath of the Winds', one stack of each. These can stack to 2.
New skill: Quake, 100p stronger than current Stone/Glare level, replaces Stone/Glare on the hotbar. Requires and consumes one stack of 'Ire of the Earth'
New skill: Flood, 100p stronger than current Water/Banish level, replaces Water/Banish on the hotbar. Requires and consumes one stack of 'Rage of the River'
New skill: Tornado, 30p on cast/20p per tick (total 110p) stronger than current Aero/Dia level, replaces Aero/Dia on the hotbar. Requires and consumes one stack of 'Wrath of the Winds'
(all of this basically translates to 'the heal GCD is damage neutral, and these elemental skills are how you get your damage refunded'. Additionally, all three of these elemental skills would have 50% damage falloff in AOE, making them all a gain over Holy to use, taking our AOE rotation from 1 button to 5 (if you include the heal to trigger the other three). It also means multidotting a whole pack with Tornado is possible, bringing back vibes of Aero3 somewhat)
Maths works out that you would, on a dummy with no healing required, generate approximately 55-60 gauge per minute from your damage buttons. As such, optimization for the job would be to try and wrangle your Lily/Nature Gauge heal order, such that you go into a burst window with 2 stacks of each element and a Misery prepared. Then, once raidbuffs go out, you unload with 'Flood, Tornado, Misery, Quake, Quake, Glare, Tornado, Flood' or something similar. The gain of doing this would be too small to affect anyone's enrage clearing potential (Crit Variance adds up to much more issues than this would), but it's 'something optional' for optimizers to aim for.
Maths also works out that this rotation is about the same potency as the current rotation. 1min of current combat (only looking at GCDs) is 8140p, 1min of this suggestion's combat (again only looking at the GCD loop) is 8200p.
Two video examples:First, Fun Healer Gameplay we get to experience during the downtime of a boss, when no healing needs to be done in the current game. Secondly, Potentially Slightly More Fun Healer Gameplay where I try to illustrate how the addition of one button (and the adjustment of one DOT's duration) can very easily spice up an otherwise dull rotation. Sorry for the button mashing, I was nervous. Play it muted if it is an issue
Finally, as a further illustration to show the effect of 'what GCDs we use in a 60s loop', two pie charts. Currently, we have the top one. This suggestion would give us something closer to the bottom one.
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Or, if you prefer an image of 'the rotation shown step-by-step' so it's easier to visualise:
Using Stone4 to represent Glare, Aero2 to represent Dia, Tetra's icon to represent Water/Banish, since Glare/Dia icons are quite similar looking, and Banish doesn't exist.
In both of these images, you'd be able to replace any four Stone icons with your 3 Solaces and a Misery. In the second, with the Nature Gauge/Blessing of the Elementals implemented, additional Stone icons could be swapped out to use the heal (as long as you have the gauge to pay for it).
If we imagine that icon-wise, Benediction = Blessing of the Elementals, Temperance = 'raidbuffs go out here' (but it's not actually a GCD being used, it's just an indicator), Stone3 = Quake, Assize = Tornado, Aquaveil = Flood, we can picture the ideal 'raidbuff window' like this, along with the rest of the 2min Loop (assuming 2.5s GCD, and not considering POM's speedboost (it's too complicated for me to visualize on this chart tool)):
Doesn't this look more engaging than what we currently have (the first image)?
edit: the WAR at the end that 'shields' the protag Viper, either is Wuk Lamat without her hat (with an eyepatch thing instead), or Wuk Lamat's been using the new WAR artifact gear the whole time, and this WAR happens to look exactly like Wuk Lamat in the face/skintone/fur colour/etc, which is a crazy coincidence if so. Bascially what I'm trying to say, is that the 'shielding move' shown might be a Wuk Lamat specific thing, rather than another 'make healers more redundant' tank skill. Might be wrong on that though, gotta wait for media tour and tooltips to be shown for 100% confirmation of what is what
Last edited by ForsakenRoe; 04-14-2024 at 09:01 PM.
I know the benchmark is the big thing at the moment and rightfully so but still making sure that this is going to stay as close as the front page as possible.
Because one collective feedback thread where everyone can submit their feedback or crash reports is too efficient and easy for the community management team to parse through. We need 117 different threads all about the same core topic to make it as obtuse and difficult to manage as possible.
To be fair, one did eventually pop up. And people wanted to isolate specific problems amongst the races instead of a blanket "Graphical Update Needs Work, Here's Why" post.
I don't mind it too much. The other forums aren't much better if we're being honest.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
Just +1ing this thread. Battlefield controllers used to be my favorite class in MMOs in the 90s and early 00s, then those were taken away and I moved to healer. Now healers have been pretty much nerfed into braindead oblivion, and I'm unsure what to play instead. Prog is still kinda interesting, but after that? Ehh. Mana isn't really a concern, aggro absolutely isn't a concern, we have no damage rotation, healing stance doesn't exist anymore... what's left for them to take?
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