As long as my spells do high damage and less resisted. I am fine with anything.


As long as my spells do high damage and less resisted. I am fine with anything.


I personally don't like seeing melee healing themselves with the most powerful healing spells in the game, it takes away from the group dynamic of a MMO. HOWEVER, a happy medium for me would be if you are not on the native class/job (however they do it) you have a very harsh penalty for casting it. While I love to have a safety net (cure spell) that I can control in case the healer is too busy healing someone else, I don't want to run another class/job out of a job. That's just not fun in my opinion.
I totally agree with this!I personally don't like seeing melee healing themselves with the most powerful healing spells in the game, it takes away from the group dynamic of a MMO. HOWEVER, a happy medium for me would be if you are not on the native class/job (however they do it) you have a very harsh penalty for casting it. While I love to have a safety net (cure spell) that I can control in case the healer is too busy healing someone else, I don't want to run another class/job out of a job. That's just not fun in my opinion.
i wonder if it would still be a safety net worth equipping since it would be so severely nerfed and being melee youd have so much HPI personally don't like seeing melee healing themselves with the most powerful healing spells in the game, it takes away from the group dynamic of a MMO. HOWEVER, a happy medium for me would be if you are not on the native class/job (however they do it) you have a very harsh penalty for casting it. While I love to have a safety net (cure spell) that I can control in case the healer is too busy healing someone else, I don't want to run another class/job out of a job. That's just not fun in my opinion.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?



Both "having a very harsh penalty" and "restricting from use" are functionally, the same thing.I personally don't like seeing melee healing themselves with the most powerful healing spells in the game, it takes away from the group dynamic of a MMO. HOWEVER, a happy medium for me would be if you are not on the native class/job (however they do it) you have a very harsh penalty for casting it. While I love to have a safety net (cure spell) that I can control in case the healer is too busy healing someone else, I don't want to run another class/job out of a job. That's just not fun in my opinion.
No one's gonna use it anyway if the skill becomes gimped to the point of uselessness. Then, if you try to bring it back up to the point of usefulness again, that threshold is pretty much almost to the point of not even bothering to severely nerf it in the first place.


The thing I'm really looking forward to is figuring out all the different types of character builds. I felt like with the current system it was a little cut and dry. Although, they said that the formulas were a little too complicated and needed to be simplified, it still locked attributes into this mostly ineffective state by being stretched too thin and made them less potent.
When they are simplified or condensed you'll be able to truly allot in the sense that they meant for you to in the beginning.


Well as it stands now the amount healed is not much of a difference from CON to LNC, and yes I think it would be a safety net worth equipping in certain situations (like an event of sorts) but for general exp grinding, I don't think you should need to have a healing spell equip.
On that note, being that you can equip a spell whenever so long as you are not in combat, you could easily 'feel out' if you need to have the safety net or not, its not like you need to run back to town to the Moogle in your house to change your job.


In regards to melees who heal and my comment above, this issue really can be solved by what they said they were doing with the formulas. Simplifying them and condensing the pool will force the player to allot towards their most effective attributes for the class/job they are. This in return would sacrifice the potency of the heals they have set being that their attribute modifiers would most likely not be as high as a dedicated healer's.Well as it stands now the amount healed is not much of a difference from CON to LNC, and yes I think it would be a safety net worth equipping in certain situations (like an event of sorts) but for general exp grinding, I don't think you should need to have a healing spell equip.
On that note, being that you can equip a spell whenever so long as you are not in combat, you could easily 'feel out' if you need to have the safety net or not, its not like you need to run back to town to the Moogle in your house to change your job.
Edit: to clarify further... the attribute pools right now, along with those dreaded diminishing results, there is no incentive to do these things and players generally will give themselves a healthy amount of VIT and MND since the rest of the attributes are viable even placed at 80 and above.
The reason why all players are so self sufficient on any class is because of this reason. VIT supplying you with the HP and DEF and MND supplying you with not only a healthy amount of MP, but all of the increased healing modifiers to go along with that.
Last edited by BruceyBruceyBangBang; 05-29-2011 at 05:23 AM.
there is no way a lancer and a con have the same effectiveness healing, even single target.
1)using heal on sub, off the top has reduced effeciency, i want to say a straight up approx 75% potency (this is a basic reduction even with the exact same stats and gear if you could equip a weapon with same stats)
2)heal is effected by mattack the fact that lancer cannot equip a weapon with mattack lowers it even more
3)the recast is longer on sub, making it so you cant back to back heal, or heal spam with one skill
4)using skills of a higher rank at low level serves no purpose, it scales down to the initial skills rank, IE i dont get healed for any higher if i use second wind, or second wind ii if im below the minimal rank of second wind ii
5)Stat distribution, a main con is going to distribute its mind, which directly effects cures, and its int which effect mattack, differently than a lancer.
basically you wont see a lancer curing for as much with the same spell as a con, this is fallacy, the con will cure for more, be able to recast it faster, and have aoe effect. If someone is under rank, they may as well equip cure I. all of this is already in game. This idea that people cross class heal, and heal for as much as a main is pure ***, i dont know why people think this is how it works
at the end of the day on average, the cure is about half as effective and it costs the same exact mp, which is natively lower on non mage classes.
Last edited by Melodicya; 05-29-2011 at 11:37 PM. Reason: Content was edited by Moderator due to violation of Forum Guidelines.

And none of these factors even take into account that only CON/THM can AoE their heals right now, which alone makes them far and away the only good choice for healing in a group. Sure, group members can all individually heal themselves or others... but then who's hitting the enemy?
And with regards to soloing... who cares what they can do when nobody else is even in the picture? Doesn't affect you at all.
Grouping needs to be able to stand on its own merits without resorting to gimping the ability to solo just to force people into groups. Make grouping straightforward, like Behests do, and the problem disappears. If forming groups takes no more time or effort then running solo, then everyone will be able to play in the way they truly enjoy, as they should.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste
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