It's no longer as ridiculous as it once was, but SCH is still arguably the strongest healer, due to fights in this game mainly being 'mit checks' rather than 'HPS checks'. Back before SHB nerfed it heavily (kinda deserved), a Crit-Deploy Adlo could singlehandedly mitigate through a mechanic, because the crit half (Catalyze) also got Deployed. Unreliable, but when it happened, you took literally zero damage from things, even in Savage. With Recitation guaranteeing access to a Crit on demand, it had to be nerfed to what it is today. Still, however, a guaranteed-Crit-Adlo-Deploy combo is going to be (300p x 180% x [Crit Mult]), and with the 2.50 BIS for this raid putting our CritMult at 1.588x, that gives a total potency for the shield of 857.52p.
By comparison, a SGE cannot guarantee a crit on their Zoe-E.Prog combo, and so they're either going to get a barrier of (100p x 360% x 1.5 (from Zoe)) for 540p, or that amount multiplied by the CritMult, for 857.52p. Yes, the exact same result, but on SGE the Crit is not guaranteed. As such, while SGE 'can' match SCH on this front (as Zoe-E.Prog and Adlo-Deploy both result in a partywide barrier of 540p), SCH is more 'reliable' in how often it can reach the higher potency of a Crit being involved (as in, it can guarantee it). Additionally, SCH has the oft-forgotten Fey Illumination, and SGE has no equivalent option to use. 10% increase to healing output means 10% stronger barriers, and the 5% magic resist can make or break some mit checks (I've died to a missing Feint on a Magic Raidwide before multiple times), so SCH is simply more versatile in that regard, as using FI on a weaker raidwide allows the SCH to save a bigger CD like Expedient for something stronger later, or it allows the SCH to double-up on certain raidwides (eg if they apply a bleed) for extra safety in early prog
Yeh, if you had to choose between 'WHM has to cast Cure2' and 'PLD is in Requiescat, and could cast a boosted Clemency instead of a HolySpirit', back then it was 'more efficient' for the party's overall DPS for the PLD to sac a stack of Req and do the healing, rather than make the WHM drop a Glare. Of course, this had to be changed because the tanks were feeling a bit emasculated, getting outdamaged by a floaty twinkly-lights-and-flowers enthusiast
A friend of mine had a genius idea to solve RDM's issues: AST Sects.
You choose at the start of a fight, if you're Caster RDM or 'Fake Melee RDM' (so, if you're in a party that has 1 Melee, 1 Ranged, 1 PCT (of course) and you're the RDM, you'd play Fake Melee RDM) via a stance toggle. All the button does, is change every 'Ver-' into 'En-', making every builder GCD like VerStone, VerFire, etc, into EnStone, EnFire, which imbue the rapier with elemental energy for a strike, rather than projecting it as a spell. Cast times of Jolt/EnFire/EnStone (the procs) would be instant, but EnAero and EnThunder would remain identical to CasterMode with a long cast time, to keep the same gameplay between styles (via Dualcasting). Not sure if the burst combo should be converted to EnHoly/EnFlare/EnScorch, that's probably fine to leave as is, and Reprise would act as the 'trash ranged GCD you avoid as much as possible', akin to Throwing Dagger, Writhing Snap, Harpe, etc
Lastly, there would be no potency differences between Caster and Melee mode. Every action would be the same potency between the two. Instead, the Melee stance would enable Autoattacks to use the same formula as Melee jobs use, albeit with Intelligence as the primary stat used for the calculations rather than Strength. The additional damage of Autoattacks, would propel RDM up the charts to roughly sit with the rest of the melee (theoretically). I expect the forbidden site would implement something to check if you're a Melee stance RDM or a Caster stance RDM, and have separate categories for each, else trying to get a top run for RDM would force you to be Melee mode
edit: looking at numbers, the autoattacks would need to be roughly 50% as potent as an actual Melee, as looking at a run or two shows that autoattacks make up about 8-10% of a Melee's output, and RDM is only behind the Melee pack by about 4-5% (fight dependent). Stick a 'x 0.3' to 'x 0.5' on the end of the formula and adjust for balance as needed, easily solved
The downside of this idea is that it encroaches on Mystic Knight as a Job Identity, but DRK already did that with Blood Weapon back in HW so eh (plus Enfire/Enstone etc were RDM actions in FF11)



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). Only the WHM can put back everyone between 75% to full HP in a mere 2 buttons (or 3 if swiftcast is up).



