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  1. #1
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    383
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100

    How do we change the short cd mits besides tbn.

    Heart of Corundum, Holy Sheltron and ESPECIALLY blood whetting have been a thorn in a lot of forum dwelling healer's sides for a long time.
    Now keep in mind I like all of these skills and the flavor they give each tank but I'm starting to think maybe we can find ways to make these infringe less on the healer's fun.

    Heart of corundum being a short cd 30% damage reduction is enough. They have tons of damage and a fat double charge regen. Nebula heals and gives bonus hp now so the healing is really unnecessary. In return i'd buff all the aoe attacks on gunbreaker to make its trash pulls a bit faster to compensate.

    Holy Sheltron can trade the regeneration for an improved version of its old auto block. Instead of blocking 20% of damge it blocks 60% damage for the first 2 seconds of sheltron. It costs gauge to use and paladin is both a starter job and the shield tank so I think their short mit being super strong is fair

    Blood whetting is tough. This ability is the main reason a lot of people play the job and warrior is a really bland and boring job without it. I propose leaving it the same but instead of healing per hit you can a stackable shield per hit. This keeps warriors feeling essentially immortal in aoe situations BUT they can't full heal away a party member's doom now.
    If this ability HAS to be removed entirely then perhaps we should lean back into warrior being the tank with unnaturally high hp. We can replace blood whetting with a 30s cd HP boost that restores hp equal to the amount added to max hp like thrill of battle. I think warrior being focused on semi-frequent burst of self healing instead of constant drain tanking may be a lot healthier for the game.

    The blackest night was ommitted because it doesn't heal and I think its one of the coolest abilities in the game. I just wish it was more forgiving in situations it doesn't break or more rewarding for situations that it does break.
    (1)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,471
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    I'd keep them to single effects, kinda. Maybe with a secondary "trigger".
    • Warrior I'd keep the healing-on-hit. Can always balance the AoE variant to cap at X targets, but AoE target caps are a different topic alltogether, although I wish FFXIV would tackle them. In turn balance the single-target healing now that it's the only effect of the ability.
    • Gunbreaker I'd keep at "If falling below 50%, get X heal". But, I'd remove the part where you get the healing at the end. Or, if that's a problem, you get 900 potency if triggered, 300 otherwise at the end or so.
    • Paladin yeah, block, and I'd add a secondary to that. "Block next attack within 5 seconds and you can block magic attacks. If you successfully block enough damage with any block during the duration, this button becomes Shield Bash for 10 seconds, which stuns for 6 seconds and deals damage. Against targets immune to stun, it reduces damage of their next attack against you by 15% instead." (and remove shield bash as it is)
    • And keep Dark Knight as is.

    Basically Warrior and Gunbreaker get the healing, instead Paladin and Dark Knight get some offensive use out of their abilities, with the Pally one being slightly more defense/utility focused. But ultimately each now only does one thing really, heal-on-hit, heal-on-low, block and shield.
    (1)
    Last edited by Carighan; 12-24-2025 at 06:10 AM.

  3. #3
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,454
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I think Bloodwhetting heals could stay, just make it per attack rather than per target. You could even compensate WAR with adding 10% mit somewhere else in their kit and I think WAR would feel a lot better across the board rather than being the god of content that doesn't matter and somewhat mediocre outside of it.
    (1)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,922
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I’d substitute a lot of the healing with powerful healing up buffs or healing effects contingent on the healer alongside the mitigation and provide rewards for stacking short mits with a long mit because that’s what it’s supposed to do

    So rather than HOC just giving excog it can absorb a portion of the healing the healer does then deliver that as an excog after. PLD could do something similar where the amount of healing put on the PLD during the short mit then confers a regen after the fact. WAR could track damage taken under bloodwhetting and the more taken (or the reverse the more dealt) the more it gains a massive healing up, like if WAR can hit for an amount roughly translating to hitting 6 targets 3 times in its window then the next heal is basically a benediction from “too angry to die” stack

    Then each of the long mits could even confer bonus abilities if stacked with the short mit, like if you use holy Shelton on top of guardian it subs the regen the healer induces after for a shield
    (0)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    provide rewards for stacking short mits with a long mit because that’s what it’s supposed to do

    I feel like that'd just quantize the timings of short mits around those of long mits while generally disallowing smoothing of damage or narrow survival against a greater number of attacks.

    I don't see any benefit to pushing short and long CDs to be bundled that couldn't be provided without doing so.
    (0)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,935
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Bring back prey attacks on party members everywhere, make tank short cd aimed at covering allies instead of all those heals.

    Team play, gasp
    (1)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    The short of it is that any "thorn in healers' sides" doesn't need reshuffles of skills' profiles/effects nearly so much as just more incoming damage events of contextually meaningful damage/threat (not in the sense of Enmity).

    Sustain is sustain is sustain. The difference between %DR, flat barriers, flat healing, and %recovery is only incidental --in where the hp ends up compared to where it otherwise would-- not fundamental.

    There's no issue with a Warrior healing itself directly for enough to stay alive on its own for a time any more than another tank nullifying enough damage to do the same, nor any issue with that outcome in general; the problem is just when there's nothing interesting for the healer to do for or to anyone or anything else in the meantime.

    That's simply a matter of the sheer number and/or total power of our tools being excessive for the number of needs and/or total amount of need.
    (1)

  8. #8
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,080
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    You really don't need to "remove" the self healing from Holy sheltron and Hoc, Both can be managable and tuned down if needed, I think the actual mitigation part of tanks is generally more of a issue then self healing outside of warrior and Paladin

    Here's how I'd change the short mitigations and general sustain anyway as no one asked. (I'm sure the people will be angry that i didn't remove sustain entirely from PLD)

    Paladin
    • Holy Sheltron - Now a 20% Mitigation that lasts 6s, additional effect knights benediction 250 potency lasts 12s. (basic sheltron can get a 100 potency weaker regen due to plds lack of sustain early), I'd also like intervention to be gone and allow it so you can place HS on allies CD would need to be lowered to double mit though.
    • Magic attacks - No longer heal.
    • Guardian - Now a 30% with a 600 Potency shield.

    Warrior
    • Bloodwhetting - 15% Mitigation Lasts 6s, No Longer heals Per enemy (You only heal once reguardless of enemies), Heal on hit reduced to 300 potency.
    • Nascent Flash - Same changes to BW, Remove Healing on self (You shouldn't be able to heal yourself while using flash on a ally
    • Damnation - Now a 40% mitigation with normal vengeance effect. (Removed regen)
    • Equilibrium - Heals for 1200 potency (Removed Regen)
    • Shake it off - Regen removed.

    Dark Knight
    • Shadowed Vigil - Reduced down to a 30% Mitigation, keeps its heal effect.

    Gunbreaker
    • Heart of Corundum - 20% Mitigation Lasts 6s, Heal effect reduced to 500 Potency
    • Aurora - Potency reduced to 200
    • Great Nebula - Increases health by 10% only heals that 10%, Mitigation now 30%
    (0)
    Last edited by Rithy255; 12-25-2025 at 07:11 PM.

  9. #9
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,697
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    I'm genuinely just in awe going through most of the suggestions in this thread and want to furiously shake my head...

    Before I go and give my two cents on some suggestions I'm seeing here, first what I want to see changed about (short) mits:

    1.) Nothing on the mitigation portion
    2.) Bloodwhetting (Raw Int, Nascent Flash) going from per-target healing to per-cast healing akin to PLD's "Divine Magic Mastery II". Open to the idea of buffs, though it is still 2000 combined healing/shielding potency.
    3.) 1-3s more time on TBN to give some potential leeway for the break timing.

    These are very basic things I want, which are feasible without having to pay large attention for current fight/boss design. If we were to look at greater changes to fully distinguish each mitigation style more, then yes a lot more would ideally have to be changed - and also "some" numbers crunching would still need to be done to reasonably have all four tanks be viable in fighting the hardest content.

    I rather want the enemy to do MORE damage to the tank than to nerf mitigation. This leads to proper mitigation usage being more integral and impactful rather than big HP pools doing the talking. Let the tools I have obtained be meaningful for the challenge ahead, not just my bulk. Healers being bored out of their mind, I understand the problem - but nerfing mitigation is the most boring way to "solve" this problem.
    (2)
    Last edited by Reinhardt_Azureheim; 12-26-2025 at 03:01 AM.

  10. #10
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,697
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    These are some things I don't want to see (which may or may not be here because of some of the posts in this thread):
    • removal of the 4s buffs "Knight's Resolve", "Stem the Flow" and "Clarity of Corundum" providing an additional 15%/10% mitigation, as they were introduced to make timing short mitigation be rewarded for good timing.
    • a 60% block strength effect on Holy Sheltron. 2s duration or no, this more than doubles the effective health of a Paladin for that next hit without any further mitigation needed. That's ridiculous.
    • nerfing the excog-like effect on Heart of Corundum/Shadowed Vigil for not proccing by dropping below 50% health. I think you should be rewarded if you can align this in a useful way, not punished for it.
    • turning Holy Sheltron's second mitigation into a block - we had this, it was awful because it does not mitigate Dot effects (Abyssos Savage was highlighting this quite well).

    I'd have some neat ideas for mitigation changes, but those would involve more thorough job changes that would be something to expect for 8.X (or at least that's what I expect of it). Think DRK sacrificing a quarter of their HP to create a huge shield and having lifesteal in other places to refund the HP cost, for example.
    (0)

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