I was doing Titan EX MINE the other day on SCH, and I had to use Physick on tanks and to top people off all the time. It felt so weird... but it is what it is..lol...
I was doing Titan EX MINE the other day on SCH, and I had to use Physick on tanks and to top people off all the time. It felt so weird... but it is what it is..lol...



Pain in the backside that official site info, wiki's, etc. all only list the 'at level 100' potencies for actions, and don't tell me the base potency. Guess I have to log in to find out basic info like that
So, Physick (at level 30) is 400p, and Adloquium is 300p, plus 375p of barrier (at level 30). If you Adlo the Tank, they need only ~30% of the Barrier to be broken, before Adlo (and simply overwriting the remaining Barrier) is a more effective use of the GCD than a Physick. As SuperSnow points out, the paradox of Physick is that, if the Barrier is being chewed through slow enough that it's 'better to Physick', then it's not, it's better to throw a Ruin or Bio at something in the pack, let the Barrier be fully consumed, and then apply another full Barrier with Adlo. If the barrier is being eaten fast enough that you don't have time to do damage, then Adlo is the 'more EHP per GCD' option over Physick. You say the two actions serve different purposes, but because Adlo has a base heal potency attached (and at those levels is only 100p lower), they really don't. If you have the MP spare, you'll almost always use Adlo in such a situation. The only reason not to, is MP concerns in longer-duration encounters (eg, old EX trials)
In the suggestion I made, however, that's addressed too, because the MP cost of Adlo would also be adjusted to match Physick (400MP), so MP wouldn't be a limiting factor (the 'cost' of costing Adlo is the GCD itself, in many players' eyes anyway). The merging of the two actions would free up hotbar space, and while it's debatable what SE would do with that extra hotbar slot (if anything), I for one would add something in there. Like Miasma, or Shadowflare. Or maybe Bane (but I'd prefer to implement that as an upgrade to Energy Drain)
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE



Alright that makes sense, I suppose I could also tell the tank to mit better or pull less if their HP dip too quickly.
Personally I feel the same that it is debatable if SE would do anything with that slot.
If Bane were to replace Energy Drain, I would like to have it be 1 sec cooldown so that I can still have a non-healing button to dump my excess aetherflow stacks; having to dump resources with blue-Lustrate even when everyone is at full HP is the main reason I don't enjoy playing SGE. (I would still enjoy using Bane with only Bio like how it is in Frontline but it feels kinda sad without Miasma tbh)
Speaking of Shadow Flare, it seemed that they didn't like how it crashed with Sacred Soil and you know, some players would prioritise damage over mitigation; with that in mind, Shadow Flare might only be possible if it were a follow up button after Scared Soil with its own 60 sec cooldown so that players won't put pointless Soil down on cooldown, idk maybe others would have better ideas.
転化の「回復魔法20%上昇」を「回復効果20%上昇」にしてくださいお願いします!
このままではまるでエナジードレイン用のフロー補充じゃないですか!
Please change the "increases healing magic potency by 20%" of Dissipation into "increases HP recovery via healing actions by 20%"!
As is, doesn't it look like it's just replenishing flows for Energy Drain!?



SCH is already quite cramped on hotbar space, so doing nothing with the slot would likely be SE's choice to try and un-bloat the Job a bit
My idea on Bane replacing Energy Drain would be, ED is 100p and is learned now at level 45 as SCH. I'd move it back to where it and Aetherflow were previously (level 10, since ACN learns it there too for SMN purposes). Bane would be learned somewhere in the 40s, and would be 1s CD, 100p damage to primary target, 50% less to additional targets. It would spread any SCH DOTs from the primary target, to secondary targets, but unlike previous incarnations of Bane, it would not penalize the potency of the spread DOTs, and it would not reset their durations. By doing this, it'd open up the potential for Bane to spread Chain Stratagem as an additional effect, which would then synergize with Baneful Impaction being AOE (you'd Chain, Bane, and Baneful, snapshotting the Crit Rate buff for Baneful on every enemy). Bane would still cost 1 Aetherflow just as ED does, and in single target (ie a boss) would still function exactly as ED does currently. Also, it's a nice way to update the ED animation a little, given that it is now 11 years old
My version of Shadowflare would be a lot less casual-unfriendly to use. It'd be an instantcast GCD that deals damage in an area around the target (100p), and drops a puddle centred on the target for 15s, dealing 50p per tick. No 'cancels Sacred Soil' rubbish, no cooldown on the action, the only restriction would be having a limit of one 'bubble' at a time (recasting the action deletes the old bubble, and places a new one with 15s duration). You'd be able to have Soil and Shadowflare active at the same time. Since it's 350p total and Broil is now 320p, the damage loss of ignoring the action entirely would be negligible, and moreso 'something that optimizers can optimize, while casuals would not need to pay attention to it'. But since it's instantcast, it opens up doubleweave space in the rotation, the low potency difference between it and Broil means that you could theoretically delay it a GCD or two to use for mobility purposes, etc. The on-cast potency being lower than Art of War, while the total potency over its duration being higher, means that you'd want to use it for AOE pulls but not spam it, giving us a second button to use for AOE
Side note about Miasma though: I'd move Ruin2 into the Ruin levelling process at the level 40 range, and make Miasma the replacement for Ruin2: A DOT with high on-cast potency, and extremely low damage per tick. At max level, I had it as like, 280p plus 10 per tick for 24s (totalling 360p). Spamming such a Miasmalysis for movement (as we use R2 for now) would be more damage than the current R2, while using it rotationally and letting the damage tick fully, would be more damage than a Broil. Again, optimization for the optimizers, casual-friendly and borderline ignoreable for the casuals. Bane would need to have its tooltip worded a little weirdly to incentivize spreading Miasma despite its low 'tick potency', so I'd have Bane deal bonus potency equal to the on-cast potency of Bio or Miasma, when applying those debuffs via Bane for the first time to an enemy. So doing Bio, Miasma, Bane would deal Bane's 50p (cos we're hitting secondary targets), Bio's... whatever on-cast potency (I have it at 70p plus 30p per tick for 30s, full details at the link in my signature), and Miasma's on-cast potency (280p per the example numbers above), to every secondary target, the first time in a pull that you Bane them. If you pressed Bane immediately again, you'd only get the 50p, because they've already got Bio and Miasma applied. You'd have to wait for the debuffs to fall off again, before you can take advantage of the bonus potency (by which point, the pull's probably already over)
And all that gameplay requires just one button (to add Shadowflare, Miasma/Bane replace current actions), and that one button would be gained via the consolidation of Physick and Adloquium
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE



The best ideas I have seen on Miasma, Shadowflare and Bane so far.
At first glance when I read the "Since it's 350p total and Broil is now 320p, the damage loss of ignoring the action entirely would be negligible" part, the first thing came to mind was that since Shadowflare is a placed-bubble, it would be pretty visible to other party members when the SCH isn't using it, but then I remember seeing lots of Single-Target-Doton when doing roulettes and rarely someone would say a thing, so I guess it probably wouldn't be a big issue.
For the 'no cancelling Sacred Soil rubbish', considering in FFXIV from the very beginning till now we never have any class/job that could place down 2 things at the same time, I am more concerned that it wasn't a feature that the dev put in in order to not let players place down both Shadowflare and Sacred Soil, but rather it could be a game engine limitation.
I hope it isn't the case but in the meantime, I shall go into dungeons with my Squadrons and enjoy the Shadowflare that is still in the game...



Thank
'SF being a bubble makes it easy to see when it's not being used' is not a problem, I think. Firstly, the potency numbers I listed mean that without perfect chat-weaving between GCDs, any 'complainer' would lose more potency than the SCH. Replacing every SF use scheduled in the rotation, with a Broil, would be 30p lost per 6 GCDs, or an average of 5p per GCD. It'd take 64 GCDs, just over 3 whole minutes, to lose a full Broil worth of damage. And we regularly clear Savages with some 25+ Broils 'lost' due to having to put up Barriers for raidwides and such. Plus, I'd imagine a lot of players have their Party's VFX turned down to Limited or None (for visual clarity in Raids), and so the SF bubble wouldn't even be visible to them when it IS used
I think you're probably right, SF/Soil being mutually exclusive is likely moreso an engine limitation than a design choice. But to that I'd say 'please consider fixing the engine then' rather than 'oh that sucks, guess we can't have the nice thing then'
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE
I remember when I was messing around with a theorycrafted SCH kit that I moved Sacred Soil to Selene (with the hope of making Selene and Eos more than just a cosmetic choice) since it can still give that precise placement with the fairy while still letting us place another thing on the ground. I didn't end up using Shadowflare in my theorycrafted kit from memory, but it had the room to include Shadowflare or any other placement spell/ability. My understanding was that the fairy is still able to use "channelled" abilities (like Fey Union) while we're still able to place Shadowflare, so the fairy doing something and the player placing something without engine overlapping issues that cause them to cancel each other out. Of course, that would mean that a channelled Sacred Soil can't be used with other fairy abilities until you no longer need the Sacred Soil effect, so it still had other downsides.
Last edited by TheDustyOne; 03-28-2026 at 01:26 PM.


If healers healing became optional, how about give us an actual rotation and damage on par with the weakest proper DPS?
Man, even crafters do have rotations Even gatherer have rotations. Fishers have a more dynamic and interesting rotation than healers.
|
|
![]() |
![]() |
![]() |
|
|