Yes, but at the same time you put "consumes x poison" on each ability.
Unless you can cast without poison? But then what's the point, for the small healing bonus?
- If you need the poison stacks to heal, because they need to be consummed (which is usually implied for a "consuming" ability), then yes, your version is more DPS centric because even if SCH had 10 dps key, they could still heal while pressing 0 dps key.
In your case, you cannot heal without using dps key even if there's only 1. (two actually because you added one which double poisons stacks, in case you forgot)
- If you do not need the poisons stack, then you're still more dps centric because if you want the healing bonus you need to dps to keep the 3 stacks of poison which only last 6s or 9 stack to summon Seraph. Whereas again, even if SCH had 10 keys, a SCH wishing to only heal would be able to do 100% of their healing potential by not pressing any.
Either way, your version is more dps centric because unlike current sch, your design makes DPS affect healing positively. A SCH not dps-ing will have less healing potential than one doing. Even if there's only 1 dps spell and 1 ability (double poison stacks)
Your own design, how is this unclear?
I would agree but this cannot be avoided unless you increase damage to the point where "at BiS with perfectily synced teamplay and mitigation your toolkit (so amount of available lilies) are at best barely enough to heal without throwing a single gcd heal that is not a lilly."
Which would make all fight exactly at the same healing requirement and horribly hard to heal at an entry level of gear.
Let's take black cat, there are two moments where the healing is a bit tight where you usually place your bell, when you have the proxy bait + wind share. In between it can be fairely easily healed with only lilies.
Imagine how many more raid burst that boss would need to do so that at an ilv 730, with good team mate and mitigation, you have 0 spare lily to just throw to build your blood lilly. That'd be so insanely high that no casual healer moderately skill would be able to heal through that fight at min ilv on week1.
By virtue of getting gear, we heal more and take less damage. At some point, your "i need 2 lilies here" become "i need 1 lilly here" and well... you still have that lilly...
However, one thing they should do IMO is to remove magic resist on gear and normalise magical damage taken. Because getting gear has a multiplicative effect on the healing requirement. (more healing, less damage taken) hence why healing becomes so easy (and thus bring the issue you're having with overhealing).
In case your problem is just from specifically using healing ressource like lilies to get damage, it's still tied to the above... if you weren't using a lilly you'd be using a glare... in the end the issue is that the healing requirement falls down waaayyy too fast with stuff.
Maybe I wasn't clear enough but that's what I meant. When using one of your 4 skill tied to AF, the healing vastly out perform the gain from ED as indeed, it is not significant enough (thanks god). Even if you'd use all your AF as ED, that's only 400 potency per minute (adding dissipation) which is 1.3 extra broil per minute... sure over 10 minutes that's a whooping 30s-ish worth of dps but surely if you can affort that, dps check was really not an issue.
And I agree Assize on the other hand has to be used for damage and not (or barely) delayed. At least Earthly Star has a 20s window so the odds of using it for both healing and damage are better than assize. (and it's so massive it also works if the group is far appart)



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