So, i'm strange for liking WHM, SCH (except HW one), and AST AF Gear?


So, i'm strange for liking WHM, SCH (except HW one), and AST AF Gear?



To me WHM/SCH/AST AF has always been in the top 3 best outfits of the expansion. Some of the outfits this expac feel very hit or miss (the Bard one look a like a rejected Pirates of the Caribbean design, the Dancer one looks like a knock-off Disney Aladdin Halloween Costume), but to me the healer ones have been consistently good designs,


I think that, given we're going to a completely new part of the world with each expansion, it'd have made a bit more sense to have a bit of divergence in the aesthetics for each Artifact Set. I think the biggest winner for DT sets is SMN, and specifically because they actually made it look like a fusion of what we know of SMN, and the Turali fashion direction. So for something like WHM, I'm fine with 'white robe with red trim' because that's the WHM 'thing', but I think it could have stood to have a little bit more... variety? Compared to other WHM sets. For example, a more 'nature' inspired design, a more 'shamanistic' look, or even just having some extra details like some vines/flowers growing on the dress.
If you gave me a picture of most of the job's AF sets, I could tell you which expansion it's from. But for healers, I'd have varying degrees of struggle. Some of the SCH ones feel super samey (probably because they're all olive green), AST feels like it's had the same set since Stormblood (I miss the HW aesthetic) and SGE feels like the 'its the same picture' meme with the two sets it got so far. Meanwhile, the one time it'd have made sense to have an exact 1:1, the Monster Hunter collab, and the Rathalos armour we get from it, SE says 'nah we thought it'd be more interesting to make a new armour set appearance, like it's 'what would Eorzean armoursmiths come up with using Rathalos materials', instead of just copying MH'. So they CAN come up with 'unique set, influenced by the location it's made', they just... choose not to, for most AF sets?
I can't wait to see the 100 BLU set when that finally gets updated that far, because as it stands, I expect it to look very similar to the sets we have already, and have zero aesthetic connection to the Whalaqee
Edit: I suppose the full swap over to 'haha twinkly lights' aesthetic for WHM means any references to nature are out the window, but an idea just came to mind: Imagine, IDK if there's a term for it, but basically, imagine a WHM set that has some vines growing on it as a 'detail'. But also, when a Lily blooms in the Lily Gauge, it also blooms on your character's armour. I'd have liked to see such a thing from the Abyssos weapons (eg the MCH weapon's fire getting more explosive while in Hypercharge, the BRD bow lighting up each of the 3 fires depending on your Pitch Perfect stack count, the WAR axe flaring up with each Fell Cleave, etc), but alas, probably too much engine work or something
Last edited by ForsakenRoe; 09-19-2024 at 12:03 AM.
Gosh I love the SMN DT set, it’s so nice and flowy. I personally love draped clothing and ponchos for my irl clothing. So SMN was absolutely my vibe. Sadly the class itself got nothing substantial for the expac and I have not felt like playing it.
I was so hoping for Green Mage just so we could get more vine, flower, leaf motifs since it’s a rarity on WHM.
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#FFXIVHEALERSTRIKE
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Still waiting for SE to discover the concept of 'heal absorbs', that is, a debuff placed on allies that is like an 'anti-shield'. Where a shield blocks damage before it hits our real HP, the 'heal absorb' blocks our healing before it hits our real 'missing HP'. This would (theoretically) incentivize the 'Pure healers' more, because they have access to burst healing options with much more frequency (eg WHM Cure 3, or PI-Rapture), yet also it allows Barrier healers to participate because while their 'burst healing' is weaker/less sustained (theoretically), their application of Barriers protects the allies while the 'heal absorb' is being dealt with, offering a safety net to buy time for the Barrier healer to... work their magic, so to speak.
In Savage, the combination of, say, a Heal Absorb being placed on the team, and a line of 'you suffer a DOT while this Heal Absorb effect is on you', means that the Pure Healer will work to clear the Absorb, and the Barrier Healer would work to protect the team and buy the Pure Healer time to do what they need to do, creating a synergy between the two that is oftentimes lost in current raiding (because SE decided that the Barrier Healers need all those pure-healing tools).
A Heal Absorb, due to being a debuff rather than 'actual damage', also allows the devs to create situations where they're not constrained by the party's HP pool when deciding how much an attack should 'deal'. For example, functionally, a Heal Absorb of 100k, and a raidwide that hits for 100k, are the same on the surface: we heal for 100k to resolve them both. But the Absorb could be coded to ignore mitigations, applying for its full amount. Additionally, let's say we currently have 150k HP as a healer for an example. As such, a raidwide can only deal up to like... 200k unmitigated damage, and that assumes that the team 'kitchensinks' every mitigation into said raidwide, plus Succor on top. A Heal Absorb could be thrown out onto someone with 150k HP, that says 'the next MILLION healing received is absorbed by this debuff', and that's completely fine, as long as it's reasonably possible to clear the absorb before another mechanic causes it to become an issue.
Instead of something like... IDK Poison n' Pop where you get the Nisi explosion, a raidwide from the boss, a Nisi, raidwide, and they're all dealing like 110% of your max HP (in week 1 gear), which boils down to 'your whole team needs to space your mitigations out correctly', the Nisi's could instead do 50% of their damage as actual damage, and 50% as a Heal Absorb, so they're much less upfront threat (they don't require mit or shields to survive like this), but they apply a pressure to clear the Heal Absorb in time to top everyone up for the ACTUAL threat, of the raidwide that is coming from the boss (which does still need mit and shields). Or the hearts debuffs that apply a DOT, instead of being a DOT they could apply a Heal Absorb that keeps ticking and getting stronger as the phase goes on, so that by the time the phase ends, you have a Heal Absorb of like 100k built up that needs to be cleared. Ion Cannon could apply a small-medium Heal Absorb, which kills you if not healed off in time (which adds another layer to Sunrise Sabbath's cannons later down the line), design possibilities that become available with the addition of such a mechanic are super varied.
Effectively, where Barrier Healers deal with standard raidwides (via mitigation/shields), Heal Absorbs offer a way for Pure Healers to have their own flavour of 'resolve this raidwide damage'
Edit: Going back to the M2S Hearts DOT point before I forget, each heart being applied could give 1/4 of your Max HP in 'Heal Absorb'. But, clearing enough of that Heal Absorb could also reduce the number of Hearts you have by 1. This then opens up the design opportunity for the devs, not only to make it possible for healers to recover mistakes even more in that phase (because if someone eats an extra heart, the healer can heal through it to reduce the count back to 'the correct amount'), it also gives opportunity for something like 'there are 8 players, all are at 2 hearts, but 12 towers spawn'. There's not enough non-lit hearts available to take all 12 towers without 4 people getting charmed, so the solution is that the healers have to heal people so that they 'lose' one heart, so they are able to take one more tower.
Heck, make the hearts and their associated Heal Absorb a thing that carries through the whole fight, and make even the Tankbusters give the Tanks a Heart each (or two, if its the stack type and someone tries to invuln it).
Last edited by ForsakenRoe; 09-19-2024 at 02:39 PM.


In an exceptionally roundabout way, I suppose they could be seen as such, but the fact they're adds that can't be AOE'd makes it so much more clunky to deal with them, having to ST heal them one by one sucks. Maybe now that they have the ability to make NPCs count as party members (solo instances/trusts) it'd work better.
In terms of what we have for ingame examples, the closest is DRK's Invuln, the effect of which can be written as:
'Grants Living Dead for 10s. Upon taking fatal damage while Living Dead persists, gives a heal absorb equal 100% of your Max HP for 10s. If any of the heal absorb remains at the end of its duration, you are instantly KO'd.'
For illustration, what I mean for Heal Absorbs (as it relates to a debuff on allies for a healer to deal with) is, quick paint diagram:
In this example, John Finalfantasy has a Heal Absorb for about 20k on himself, and various Barrier effects (Adlo, Divine Veil etc) for like 25-30k as well.
A heal used on John will first remove the purple section of the bar (the Heal Absorb), turning it back to grey (missing HP). Once the purple is fully removed, the healing starts affecting the grey 'missing HP' section of the bar again.
An enemy attack that hits John, as we know from current gameplay, would first take away from the orange (the barriers), and then start hitting the blue section (the real HP). The attack would ignore the purple section
Additionally, Heal Absorbs being a debuff allows for some of them to be designed as 'this can be removed instantly via Esuna'. As such, players would get a choice in how to resolve the mechanic: Is it more efficient to use healing to heal through it (eg if you have a DOT at the same time, WHM's LilyBell would be very good at clearing it), or is it better to Esuna the affected players? Target count also falls into this 'choice' factor, if there's 3 players out of 8 in a raid that got the debuff, is it worth AOE healing to solve it, is it worth just Esuna all 3, or is there a way to single-target heal them that makes THAT method more efficient (eg 3 Essential Dignities = one for each player, Benediction on one and Tetra on 2/3, etc)
Edit: You know how if you get a Barrier big enough to be 'more than your whole HP bar' it shows it as a small diamond? Well:
Same can apply here. John here has FOUR HP bars worth of Heal Absorb for you to get through before you can heal his actual HP bar!
(this is a hyperbolic example to illustrate how we can potentially have more Heal Absorb than our current Max HP. I would not expect the developers to make us heal 4 whole HP bars worth of Heal Absorb for one mechanic, we don't have the MP for it)
Last edited by ForsakenRoe; 09-20-2024 at 01:22 AM.
It is like every single job had healing so healing isn't as important as much
Like if everyone in this earth got 1 bar of gold.. gold will be lower value than water.
As simple as that.. keep healing hard to do or manage by non healer jobs and keep healing full capabilities with healers
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