I see we're serving headcanons today to justify tanks keeping their unneeded sustains.
Bloodwhetting, Shake It Off, Holy Shelltron HoT, and Divine Magic Mastery gets the most spotlight in this topic because they're the first big blow to the trinity & the fact they survived from 6.0 up till today + even more non-healer sustain all across the board was being added over time was mind boggling (death by thousand cuts, anybody?). Nobody complained about Vercure for the same reason as Clemency's existence. If (general) you never like the idea of options costing you something than cooldown charge(s), then I'm afraid that will be one of the reason why you'll never see eye to eye or agree.
(To preface, the next hidden paragraph is a sarcasm)
Sure, being cool and fun are great. In which case:
- Can we implement infinite stun Holy to WHM - after all, they along the BLMs caused the 6th umbral calamity so they should have something very powerful other than spamming magic missiles, right?
- Can we let SCH recast their Bio to stack ever increasing damage reduction up to -95% then spread them with Deployment Tactic to fulfill my Bio-warfare tactician fantasy?
- Can we let AST inflict Stop with their Gravity so I can fulfill my Oracle/Time Mage Fantasy?
- Can we have SGE's Mesotes from PvP since that's what barrier healer supposed to do - proactively prevent damage? You can make them all deal 1 potency as a trade off, that's fine.
Indeed, it is also my opinion to see the trinity restored first before conforming to certain aesthetic/fantasies. Numbers wise, ShB trinity worked fine: Tanks have some form of sustain, but they cannot indefinitely replace healers under normal circumstances. Maybe older player have seen a better balance before ShB. But as ShB was my first expac, I'll have to stick to what I've known firsthand when making suggestions.
Tl;dr - (1)Make sure the trinity functions well, then; (2)Tweak numbers accordingly to fulfill XYZ elements.



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