


Waste of Hallowed Ground imo. Also, the second tank could tank it off the PLD and the PLD could cast raise, but if both healers are down who is doing the healing? You have no MP when you come up from a Raise.
This seems like a pointless addition to the combat.
besides, both healers dead is as good as a wipe. sure you raised 1 healer but then they dont have enough mp, let alone time, to raise the other without the pld who raised dies. unless you have healer lb3 ready but relying on lb is very situational that it's not practical.
again, i will stand firm that i'd rather consider making our cures more potent and threatening as it is just fair as a means to conserve tp and utilize mp while maintaining the image of being healer friendly. they should at least do that as when the paladin is healing, he does zdps(zero dps).

This game already has plenty of in combat rezzes, most other mmos that I have played at least, only have 1 per encounter. Between the 2 healers, and the lvl3 healer limit break you can continue to get a failing raid member up. The only real limit being the sickness mechanic. In 4man groups I can see the advantage but it would imo be op for raids. And not something that is honestly needed in a 4man imo.



I have no problem with Paladin gaining the ability to cast raise in combat, though it loses a chunk of effectiveness without swiftcast. That being said, I wouldn't mind if the tank could help revive, since I seem to be one of the only DPS players that remembers to do it, (most Summoners are too focused on "maxing" their DPS from what I've seen)....
I would say no to PLDs getting in battle raise, but I would say yes to PLDs getting a alt to stoneskin.I have no problem with Paladin gaining the ability to cast raise in combat, though it loses a chunk of effectiveness without swiftcast. That being said, I wouldn't mind if the tank could help revive, since I seem to be one of the only DPS players that remembers to do it, (most Summoners are too focused on "maxing" their DPS from what I've seen)....
Mate....if MNKs could raise with TP would you expect them to do it ?
I still raise when I can, but healers have more than enough mp to heal fights and raise.



Some people get upset if healers don't DPS, so sure, why not?
If you think healers have more than enough MP to heal fights and cast raise multiple times, then you clearly haven't played as a healer, especially during end game content. Raise/Resurrect is the most MP expensive spell in the game. A few casts of it alone can drop a healer's MP to zero if they've even remotely been healing, not to mention casting it more than once in a row means no swifctast, which means a solid eight seconds they can't be keeping everyone else alive, which means more raises needed, and so on. It's particularly bad when a healer goes down and gets brought back because they only have enough MP for one cast of raise, and are still expected/needed to heal themselves and everyone else to make up for the time they were out. Summoners have MP to spare on the other hand, (assuming they even remotely try to keep aetherflow up), and don't risk the party being wiped while trying to resurrect someone who's down, with the few exceptions of when a DPS check comes into play....
So yea, more people being able to use raise in combat means a lot easier to pick up the pieces if something goes wrong in a run, which is why I'm all for Paladin having raise. I'm actually not fond of the fact that you require a level 28 additional skill to use Raise in combat, because when leveling my conjurer ever since I hit 22 I've been thinking, "When I was an Arcanist, I could revive people by now". Which don't get me wrong, as an Arcanist I loved having gotten relatively early access to a revival spell, but when leveling Conjurer, I feel a little annoyance that a non healing class can revive in combat before the healing class just because of some stupid "trait" that has to be unlocked....
Mate.........SCH/WHM are my main classes i130 dont even bother with that "you clearly haven't" bs.
I have healed everything in this game, most of it solo and I know how much MP is required. Yes raising is expensive* but it by no means cripples our mana on either class. You do not need swiftcast to raise in this game; but it does help a ton. Yes CNJ needs the trait to raise in battle but tbh 1-50 is relevant in the grand scheme of this game, rotations change, dps/heal approaches change and the bulk of the content isnt available until then.
I would suggest you continue leveling your CNJ and learn to play before throwing out half informed comments on forums.
In regards to the MNK comment, I was taking the piss. Obviously it would be stupid due to GL stacks and would completely ruin their rotation. Yes SMN is has the capacity to be a hybrid class, but undoubtedly lacks the resources necessary.
Sang is quite right. I (SCH, ilv 122) healed a newbie party thru T5 last night where a nin and the other healer (WHM) died twice, three times, repectively.
I got 4 SC'd rez out for thse guys and a SMN got the 5th. My mana was hurting but I wasnt near panic mode or fealt I had to drop a pot to get gud.
As it relates to the OP; If I had dropped, the MT (PLD) going hallowed & rezing one of the healers would certianly have pushed the fight a bit longer. This would have bought him an extra couple of heals in the short run (maybe a benny from the WhM). And this may have allowed the deeps to push the last X% to finish the fight.
BL: I think diveristy in skills makes for more interesting fights, strategies and ultimately more fun gameplay. Give PLD more healer-centric abilities, and give WAR more DPS-centric abilities (pt-wide phys damage buff plz).
How about instead of raise we get a big ground aoe that appears under what ever wer fighting that gives hp to every one standing in it that way they can continue to focus on the boss. Also give them a stacking buff for every time they block with their shield make shield swipe a cleave that gives hate make spirits within ignor the the damage penalty. Make cover more useful by puting in an easy maco maker this as well with all jobs that require you to click on a person to use. Give PLD a cure that is a cd and is instant there was a good one that they had in 1.0 that gave them back hp for what the person was cured for.
And for the love of Azyma please don't waste a ability or trait for combat rez that's a healers job and no both healers being down is In no way an excuse to have this stop dying healers.
Last edited by Dererk; 05-14-2015 at 09:28 PM.
First off; old 1.0 used to have skills like you are all talking about. At least in terms of "holy" and curing:
Divine Veil - Cure and Cura spells cast on you by other players grant a healing over time effect to all party members within range.
Recast Time: 120 sec.
Holy Succor -Restores HP of target. When cast on another player, you also heal 50% of the amount restored.
Recast Time: 10 sec.
Its possible they are adding these in some form or another in 3.0. Source:
http://forum.square-enix.com/ffxiv/t...l=1#post580997
In terms of casting interruption, you could waste bulwark. You can block while casting, stoneskin is proof of that. Despite the fact the spell is done prior to the casting animation.
Last edited by Xyphon; 05-16-2015 at 03:09 AM.
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