Mana should be a precious commodity. Honestly if healers have enough mana to dps without a hitch in content they do not overgear then mana costs should be tweaked higher.
Mana should be a precious commodity. Honestly if healers have enough mana to dps without a hitch in content they do not overgear then mana costs should be tweaked higher.
I'm The only 1 who thinks that dps healer it's just an OPTIONAL? It's not our role to dps.. It's ok sometimes we MUST dps but it should not be like 'a good healer is a dps healer'
We've been through this many times now on these forums.
If you think that roles are strict guidelines for which actions you should use while playing, then you might subscribe to the "not in my job description" view on healers bringing support DPS.
If you accept that it is the role of the entire party to do what they can to succeed, you'll probably consider healer DPS to be a given whenever it can be safely and effectively provided.
Yeah, I think this is what they were implying.I don't think the comment was in regards to us stance dancing. I think they were trying to emphasize that the changes to CU and CO will be in the style of the Astrologian class, so they will have buffs that differ between our two stances instead of just giving them flat stat increases like the other two healers. So we will get improvements to those two skills, but it'll be in the theme of the AST class and not simply trying to copy SCH/WHM. But we will not be stance dancing.
Now all they need to do is buff the cards to not be utter ass and we may have an actual class on our hands here...
It ain't that black and white.
There are a ton of variables to how much mana a healer will be holding onto throughout a fight, and knowing when to CS and toss out all your DoTs is a skill healers should definitely want to hone.
There have been fights where I've sat at full mana the whole time and said at the end, "Gee, I guess I should've DPSed..." and other times where I thought it was safe to DPS and suddenly everything went to hell and my mana was suffering.
Really, our manapool depends HUGELY on the competency of our party, and even the best are prone to making mistakes. It's fine where it is now.
Last edited by RichardButte; 07-12-2015 at 12:52 AM.
It can work...in theory.
A hybrid that brings enough additional functionality and utility to a fight can be a choice that a group makes: trade healing potency and emergency saving power for the chance to end the fight more quickly.
And that's really what ASTs need to bring to the table: instead of offsetting risk via emergency tools, they'd offset risk by ending phases faster and reducing the chance that something can go wrong.
But they really don't. The card buffs don't significantly increase DPS, even when they come up perfectly, and a Selene running the 1.5% average speed increase all the time equals out to be as much or more of a DPS boost than an AST getting the perfect setup every draw.
The cards just need to be better and do better things. These are the only things that AST could have over other healers and the majority of the time you're just going to draw uselessness.
As I said I know that sometimes we MUST turn to dps to help the party but what I hate it's e thing that, I repeat, a good healer it's a dps healer.We've been through this many times now on these forums.
If you think that roles are strict guidelines for which actions you should use while playing, then you might subscribe to the "not in my job description" view on healers bringing support DPS.
If you accept that it is the role of the entire party to do what they can to succeed, you'll probably consider healer DPS to be a given whenever it can be safely and effectively provided.
For the rest I'm with u but it seems that u didn't get the exact point of my opinion :-)
It was my nice and non-argumentative way to suggest that a good healer knows how and when to DPS. It's extremely difficult to make the case for "good" healers not knowing how to use their full kit.
A healer can do their job adequately without touching DPS skills in most cases, but no one would ever say that such a healer was better than average.
Why has no one mentioned that Collective Unconscious already changes with Sect? Did Yoshi misspeak or is this a Translation error? I think he meant Time Dilation.
I believe they said they didn't tune the coil fights with the idea that healers could pepper in additional DPS because it was pushing phases faster than they had accounted for and making the fights easier than intended. The Savage Alex fights have been created with the idea that healers can pump out significant DPS if allowed to, which may mean that as a healer you are expected to contribute DPS.
Honestly healing isn't incredibly hard to do well on compared to a DPS with a long repetitive rotation/priority system. You mostly just spam 1 key, your mana-efficient key, except sometimes you spam 2 (Cure II/Lustrate/Benefic II) when the tank takes more damage than the 1 key can heal, and otherwise you just AoE heal to keep the party alive every once in a while. It's why a lot of people find WHM so boring, you know? You don't have to DPS if you want to, but you will have to accept that you're not reaching your full potential if you sit around with your thumb up your butt and not doing anything when you don't have to be healing.
I believe he was talking about giving it more of an effect that is unique to AST rather than a WHM regen copy or a Sacred Soil copy.
Peach Parfait/Khulan Angura on Gilgamesh
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