TLDR List:
- Less aggro on cures
- More direct active moves
- Longer buff durations
- Slight MP reduction on cures
- Stats that matter (coming 1.19)
Building a better healer post 1.18 patch
Just a slight bit of background information on where I am coming from. I have primarily been a healer my entire MMO career which has spanned over several different MMO's over several years. I've played plenty of MMO's as a healer to know what works and what doesn't.
I waited until this long to post anything mainly because I was worried about how the impressions of the patch would affect balance issues with such direct changes. For instance, initially everyone was up in arms over the fact that SP was nerfed. The math states however that nearly every two resets someone who does a full set of 8 leves will gain a level, taking roughly 3-4 months to get to 50. I find that appropriate (if not a bit boring and stale currently due to the failure and monotony of levequests and transportation). I digress, however with sufficient time alloted to experiment and test out the dungeons and the new content and mechanics, I feel it is appropriate to fully write out and document how I feel a healer in XIV should play.
This thread will probably be incredibly thorough and if you don't have the time to read it, i put the TLDR version up that covers the highlights. I appreciate any feedback and discussion to help make healers more exciting and functional.
Finally, to give you a standpoint as to where I am as far as healing goes. I have a 50 Thaumaturge and a 38 Conjurer at the time of writing this post.
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Enmity and Aggro Generation
The 1.18 patch has ushered in a bit more tactical and strategic play for healing. I am glad that this change has come, but some things need to be tweaked. Cures now generate enormous amount of aggro and enmity. Too much in fact. I cannot help but feel slightly discouraged and reminisce about how terrible the FF XI healing system worked. 1 Cure should not pull aggro immediately at the start of any fight.
A simple answer to this would be to use stoneskin, find a better tank with more abilities, or rank down moves. I will discuss all three.
Stoneskin method: Stoneskin is really just a buffer for heals. Increasing the amount of damage absorbed by stoneskin is not an appropriate fix to fixing enmity. Not only would it imbalance mage solo play, but it would just become a fest of spamming stoneskin instead of heals by different mages. Thus, buffing stoneskin is not a good option and it should remain as it is now: simply a buffer for heals.
Finding a better/more competent tank: I appreciate this concept but it is not the best option either. If someone only has one rank 50 "tank job" available, they should be permitted to generate enough hate to at least keep hate at the start of the fight when cures go out. Currently I feel like this isn't possible and a better solution would be to once again, lower the amount of enmity generated on cures. I can find that in dire situations, I can pull myself from green to red in almost no time just with cures in only a few spell casts. Finally, finding a tank with say, two appropriate tanking jobs leveled will only create more of the same snobbish and masochistic requirements that Final Fantasy XI was famously known for. Its best to simply leave it to reducing the amount of hate on cures.
Aggro reducing abilities: I have both Silhouette and Elemental Shroud, unfortunately they seem to do nothing (like many of the other skills in the game). So unless these skills are made better to actually dump an entire color of aggro -- I probably won't be that impressed with them. With that being said, I am planning on more experimental time with them shortly in the future. These skills definitely need to dump more aggro though and would create an active move to use during each battle in addition to cures.
Rank down your cures! I appreciated the ranking down of abilities for MP and hate reduction in other games. Do I think it is appropriate in XIV? Yes and no. Here is why I have mixed feelings about this. Ranking down cures clearly creates strategic play; unfortunately not only does it take up valuable bar space but it also creates the same spell being used over and over again in the same fashion and it becomes nothing more than mindless spam -- similar to what we were trying to get away from pre 1.18. For the time being, ranking down cures is fine and I have continued to do it through this patch, but this needs to move toward and be eliminated via my next topic: more active abilities.
In summary for this section: the aggro and enmity generated simply needs to be reduced by all healer abilities. Not drastically, but a sufficiently small decrease (especially for the beginning of major battles) would go a long way.
Next topic: Active abilities! There need to be abilities that we can use that encourage diversity and uniqueness in different situations. Currently we really only have cure, stoneskin, and siphon MP. Yes we can remove status effects, but currently these situations are limited and even then due to the terrible range/aoe limitations of both conjurer and thaumaturge they don't work nearly as well as they should. We need more status enhancing effects that work 100% of the time. Absorb acc/def/atk/eva spells are not cutting it. Furthermore, the fact that these spells can be resisted at a high rate basically makes them completely useless and simply a mana drain that could be spent on other more important aspects of the battle. These are unique spells, but they need a lot of work to be functional. A cast is better spent doing damage, putting on a damage over time spell, or even a cure.
The Final Fantasy series has a gambit of wonderful spells that can be added and used in this situation. Here are a few spells that I'd like to highlight that would be wonderful additions.
- Faith
- Bravery
- Haste
- Regen (without sacrifice)
- Bubble
- Esuna (would be a much better option rather than separating curing debuffs into 3 or 4 different spells.)
- Mighty Guard
- White Wind (kind of works like Curaga now.. just figured I'd mention it)
- Refresh
In addition to these classic spells, (which are not limited to those simply mentioned above) you could create more spells that are a bit more functional. For instance a spell that could be cast directly on the tank to convert a % of damage of incoming hits to mana directly to the caster. Another spell could decrease all damage incoming by half for a very short duration of time with a large cooldown. Short duration spells (roughly 30 seconds to 1 minute) like this should be rather potent and used only for dynamic and situational purposes, however this should not be the case for protect and shell -- which goes into my next topic.
Longer buff durations
Increasing durations of certain buffs is something I've seen the dev team talk about back and forth on the forum comments. I'd just like to state that I know very few healers who enjoy spamming protect/shell every 4 minutes and 25 seconds. The duration needs to be increased to at least 25 minutes -- ideally an hour though.
These buffs are simply meant to be staples of the caster classes. Honestly, sometimes I don't even see them being used because the damage reduction isn't as significant as it probably should be. Furthermore, these spells don't even last for the full duration of some fights. They need to be increased in both duration and effect. I understand that the dev team wants "longer duration moves to be less effective" but the current level that protect and shell work (if they even work at all) is just slightly ridiculous.
MP Consumption:
I feel MP consumption is nearly where it should be. However -- I do feel it is slightly more expensive than it should be. As I mentioned earlier, ranking down heals isn't really an appropriate situation for XIV. Regardless, MP consumption for heals (sacrifice and cure) both need to be reduced by roughly 15-20%. This means that both rank 3 heals are roughly about 100 MP. 10-20% on paper may seem like a LOT, but in reality its only decreasing MP costs by roughly 15-30 MP.
Finally, my last section of improving and making a better healer is for stats.
Stats that matter on both gear, and in allotment:
I understand stats are going through revisions, so I am simply stating that the current stat allotment pools are not conducive to enhancing healing. I'll wait to comment on this in 1.19 when the stat revisions take place.
Thank you for taking the time to read, and I hope this helps create a better healer in the future for everyone to experience.