
Originally Posted by
Mychael
1. Many of the hybrid options that have been suggested in this thread would easily be better than having a white mage in the party. If they were nerfed specifically to prevent this, they would probably not be worthwhile over a strong healer. While I'm admittedly a staunch defender of WHM, I'd also rather not see any unwanted classes in XIV.
Not necessarily. I believe WHM should be rounded out wherever it may be lacking rather than nerfing other healers or weakening them in parts where they'd be fine. WHM currently has a snare (Heavy from Stonera), Magic Defense Down (Stone), a Bleed (Aero) and a CC (Repose) on top of being able to heal and remove debuffs. It's not like this is a WHM from a single player FF game where all they have is regular attacks and cure spells.
2. So many people want a HoT-focused job. To me, this is them asking for a job where they can main heal without actually paying attention. Harsh? Yep. But it's the truth. "Healing over time" spells should NOT be a job's main focus on healing (even besides being unable to recover from spike damage). The amount healed over what amount of time is really a ratio that should be kept in check over all healing jobs. If a job that only has healing-over-time spells is able to keep up with a job that only has "instant" heals (i.e. Cure), then they have accomplished what I said earlier, being able to heal just as well without pressing as many buttons. In my opinion, healing over time spells should be a utility available to all healers, and should never make up a class entirely.
The benefits of HoTs is that they are generally quicker to cast than a full blown cure. It requires paying the same amount of attention as a "traditional" healer, with the added challenge of having to deal with enemies that can dispel (which are far more common in FF games than in any era of WoW)
I am also not against giving WHM access to a HoT (or redesigning Regen to become a real HoT) and an instant/short-cast mitigation spell, but I would not want WHM themed around them the way the other healers should. I did keep this in mind, which is why I would want additional jobs to have at the least one heal of a different type to supplement their gameplay while still keeping whatever style of healing I suggested for them. A CHM could be designed around zone heals and attack heals but still get one traditional single-target heal to supplement their healing output. A GRM could be designed around HoT's and still get one AoE casted heal. An ORL could be built around transfusion heals while still getting a HoT.
3. As an expansion of my second point, so many people are suggesting classes that specialize in one nook of a healer, i.e. group heals vs. single-target heals; slow, high heals vs. fast, low heals; etc. You're welcome to disagree, but I view all of these as integral parts of a good healing job. If you don't have all of them, you're missing something. In a large group, you can always have one of each specialized healer, but for normal content you only have one healer--not 5, as with DPS.
This is where we'll differ, though I see where you're trying to go.
Bringing in a dreaded comparison, let's look at WotLK era WoW, which had four healers. Holy Paladins, Resto Shaman, Resto Druids, and Holy Priests.
One was single target heals for the most part but could easily heal in group content, one had smart heals for the most part but could easily heal group content, one had mostly HoTs but could easily heal content, and Holy Priests were pretty much the standard healer like WHM is. A Holy Priest HAD access to HoTs and other things aside from their single target and group heals, mind you.
The four depend on mana bars but had different mechanics and as such played differently. Target priorities on a shaman are different from a paladin in a raid environment, because the raid would take advantage of the pally's single target heals to heal tank damage while the shaman would be there to cover damage from mechanics, AoE and splash damage thanks to their smart heals.
To give you an example, phase two of Mimiron was one of those places where Shaman (smart heals) and Druids (HoTs) got to really put their tools to use, as aside from AoE and other mechanics, the boss had an ability called Heat Wave that would hit the entire raid every couple of seconds. While the priests and paladins would focus on the tanks (who were still taking hits because Heat Waves procced separately from all other actions the boss performed), the druids would run and HoT people and the Shaman's smart heals picked who needed it most. Even moreso in hardmode where you're moving around to control the extra mechanics (frost bombs and the boss room catching on fire).
4. It's very difficult to find alternative methods to main heal besides restoring health.
I'm not sure why we would want something in the healing role that did not involve restoring health. You restore health with a healer, but the tools with which they do so vary depending on the class concept. That's what I am talking about in my OP.
You could suggest that the healing "comes from different sources" (TP, MP, etc), but it's difficult to manage that in a way that doesn't become extremely situational (Can the healer get close enough to build tp? Will the healer run out of mp? If the healer has to sacrifice to heal, will they end up dying from an AoE after?).
This isn't much of a concern provided the healers in question can do something about their own resources and the gameplay is balanced with that in mind. Of course, each healer having their own resource system would help immensely, but that ship has already sailed.
5. Since FFXIV characters can access all classes, we're more likely to expect someone to come as a job they don't like. It's a lot easier to expect someone to change jobs and kick them if they refuse than it would be to kick a character who is playing the wrong job in WoW.
Regardless of the system, people will play what they like. The job system is not an excuse to get people to switch or play things they don't want to play in order to progress. There are people that wanted to only play SMN, or PUP, or non-cure-bitch COR, or BST, and they should not be ignored this time around. Getting to play as your favorite job only makes the game more fun, and I don't see why people should be denied that.