Quote Originally Posted by TBerry View Post
I mean there is no need to butcher other jobs for, including RDM lore.
Personally I'd love to know why WHM doesn't use Stone/Aero/Water anymore, yet RDM uses Verstone/Veraero, and Picto gets Water in Blue, Aero in Green and Stone in Yellow for parts of its 123 combos. Especially when WHM is written in the FFXIV lore to be the foil to BLM, who uses the other three elements (and still does). It'd be like if BLM suddenly threw away Fire spells, Blizzard spells, the concept of an Ice/Fire phase, and just said 'no, everything is now Foul and Xenoglossy style 'Void' stuff'

Quote Originally Posted by Aidorouge View Post
I'm down for the strike, and I say that as someone who leveled all of their healers to 90 via PVP and tribe dailies/weekly challenges so I was never contributing to the queues anyway, lol.

Healers for me were always in this weird spot to play as because either they were too stressful due to wall-to-wall pulls where I could never get us through it (thus forcing the tank to take smaller packs and making me feel like a jerk/moron because it was "my fault"), or they were boring as hell because I was spamming the same two attacks over and over and over and over and... you get the idea. So I really don't know what I could suggest to make them more approachable or appealing for healer mains or those wanting to try the role out.
I believe the answer to that is simple: We just look at Tanks and DPS, and see what their design allows them to do. Let's take an example of me doing an EX roulette as a GNB. I could, in theory, clear the entire EX roulette by just pressing my Demon Slice, my '1' in the 1-2 AOE combo. Never spending cartridges, never pressing damage OGCDs like Blasting Zone or Bow Shock. But, I still have the 'choice' to interact with more of my kit, and thus deal more damage and clear the dungeon faster. If the dungeon is slower because I've interacted with less of my kit, that's not 'the player fails the content'. That's 'the player clears, but not as fast'.

So let's take SCH as an example. If we were to give it Biolysis (35p per tick, 30s duration), Miasmalysis (20 on cast, 30p per tick, 24s), and Shadowflare (120 on cast, 40p per tick for 15s), and had Energy Drain upgrade to Bane to spread the 2 ST DOTs, then the healer player has 'choice'. They can put up all their DOTs, spread them with Bane, and speed up how fast the pack dies. Or, they can spam AOW as we currently do, and the dungeon will still be cleared, albeit a little slower. The player is not 'forced' to use all three of these suggested DOTs. They can still play exactly as we do now. But, players who want to put more into their gameplay, and want to get more out, can do so. The key to making this work, for casuals and hardcore players alike, is in the potencies. If you were to take the above suggested potencies, you'd get 350p, 340p and 320p respectively. If you ignore the DOT and instead cast Broil, you lose that potency, but gain 295 (soon to be 310) in it's place. So, ignoring Biolysis entirely from your rotation and using current day Broils in its place would lose you, not 350p, but 55p over 30s. Or, put another way, just 5.5p per missed tick, on average. The other two DOTs would be 4.5p per missed tick, and 2.5p per missed tick, respectively. A total of 12.5p per missed DOT tick if you ignore all three DOTs completely, and to go a step further, since there's 20 DOT ticks in a minute, that results in a total 'loss' of 250p per minute. Less than a single Broil cast. My first clear of P11S, week 1, had 32 casts of Succor. I'm positive that I did not need all 32 of them, they were used for safety. So, clearly we don't need 100% perfect DPS optimization as a Healer as it currently stands. And if that's the case, then all the doom and glooming about how 'if we have more damage buttons, people won't be able to do their full optimal damage in prog and there will be enrages left, right and center!' is simply that, doom and glooming